﻿Shader "Custom/testShader" {
Properties {
 _Color ("Main Color", Color) = (1,1,1,1)
 _MainTex ("Base (RGB)", 2D) = "white" {}
}
SubShader {
 Cull Off
 //AlphaTest Less 0.6
 Fog { Mode Off }
 Blend SrcAlpha OneMinusSrcAlpha
 LOD 200

 	
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardBase" }
Program "vp" {
// Vertex combos: 12
//   opengl - ALU: 8 to 65
//   d3d9 - ALU: 8 to 65
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [unity_SHAr]
Vector 10 [unity_SHAg]
Vector 11 [unity_SHAb]
Vector 12 [unity_SHBr]
Vector 13 [unity_SHBg]
Vector 14 [unity_SHBb]
Vector 15 [unity_SHC]
Matrix 5 [_Object2World]
Vector 16 [unity_Scale]
Vector 17 [_MainTex_ST]
"!!ARBvp1.0
# 29 ALU
PARAM c[18] = { { 0.0099999998, 1 },
		state.matrix.mvp,
		program.local[5..17] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[16].w;
DP3 R2.w, R1, c[6];
DP3 R3.w, R1, c[7];
DP3 R0.x, R1, c[5];
MOV R0.y, R2.w;
MOV R0.z, R3.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].y;
DP4 R2.z, R0, c[11];
DP4 R2.y, R0, c[10];
DP4 R2.x, R0, c[9];
DP4 R0.zw, vertex.position, c[3];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[14];
DP4 R3.y, R1, c[13];
DP4 R3.x, R1, c[12];
MAD R0.y, R0.x, R0.x, -R0;
ADD R2.xyz, R2, R3;
MUL R1.xyz, R0.y, c[15];
ADD result.texcoord[3].xyz, R2, R1;
MUL result.texcoord[1].xyz, R0.z, c[0].x;
MOV result.texcoord[2].z, R3.w;
MOV result.texcoord[2].y, R2.w;
MOV result.texcoord[2].x, R0;
MOV result.position.z, R0.w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[17], c[17].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 29 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_SHAr]
Vector 9 [unity_SHAg]
Vector 10 [unity_SHAb]
Vector 11 [unity_SHBr]
Vector 12 [unity_SHBg]
Vector 13 [unity_SHBb]
Vector 14 [unity_SHC]
Matrix 4 [_Object2World]
Vector 15 [unity_Scale]
Vector 16 [_MainTex_ST]
"vs_2_0
; 29 ALU
def c17, 0.01000000, 1.00000000, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c15.w
dp3 r2.w, r1, c5
dp3 r3.w, r1, c6
dp3 r0.x, r1, c4
mov r0.y, r2.w
mov r0.z, r3.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c17.y
dp4 r2.z, r0, c10
dp4 r2.y, r0, c9
dp4 r2.x, r0, c8
dp4 r0.zw, v0, c2
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c13
dp4 r3.y, r1, c12
dp4 r3.x, r1, c11
mad r0.y, r0.x, r0.x, -r0
add r2.xyz, r2, r3
mul r1.xyz, r0.y, c14
add oT3.xyz, r2, r1
mul oT1.xyz, r0.z, c17.x
mov oT2.z, r3.w
mov oT2.y, r2.w
mov oT2.x, r0
mov oPos.z, r0.w
mad oT0.xy, v2, c16, c16.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_SHAr]
Vector 9 [unity_SHAg]
Vector 10 [unity_SHAb]
Vector 11 [unity_SHBr]
Vector 12 [unity_SHBg]
Vector 13 [unity_SHBb]
Vector 14 [unity_SHC]
Matrix 4 [_Object2World]
Vector 15 [unity_Scale]
Vector 16 [_MainTex_ST]
"agal_vs
c17 0.01 1.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaapaaaappabaaaaaa mul r1.xyz, a1, c15.w
bcaaaaaaacaaaiacabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r2.w, r1.xyzz, c5
bcaaaaaaadaaaiacabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.w, r1.xyzz, c6
bcaaaaaaaaaaabacabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r0.x, r1.xyzz, c4
aaaaaaaaaaaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.y, r2.w
aaaaaaaaaaaaaeacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r0.z, r3.w
adaaaaaaabaaapacaaaaaakeacaaaaaaaaaaaacjacaaaaaa mul r1, r0.xyzz, r0.yzzx
aaaaaaaaaaaaaiacbbaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c17.y
bdaaaaaaacaaaeacaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 r2.z, r0, c10
bdaaaaaaacaaacacaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 r2.y, r0, c9
bdaaaaaaacaaabacaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 r2.x, r0, c8
bdaaaaaaaaaaamacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.zw, a0, c2
adaaaaaaaaaaacacacaaaappacaaaaaaacaaaappacaaaaaa mul r0.y, r2.w, r2.w
bdaaaaaaadaaaeacabaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 r3.z, r1, c13
bdaaaaaaadaaacacabaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 r3.y, r1, c12
bdaaaaaaadaaabacabaaaaoeacaaaaaaalaaaaoeabaaaaaa dp4 r3.x, r1, c11
adaaaaaaaeaaacacaaaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r4.y, r0.x, r0.x
acaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaffacaaaaaa sub r0.y, r4.y, r0.y
abaaaaaaacaaahacacaaaakeacaaaaaaadaaaakeacaaaaaa add r2.xyz, r2.xyzz, r3.xyzz
adaaaaaaabaaahacaaaaaaffacaaaaaaaoaaaaoeabaaaaaa mul r1.xyz, r0.y, c14
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
adaaaaaaabaaahaeaaaaaakkacaaaaaabbaaaaaaabaaaaaa mul v1.xyz, r0.z, c17.x
aaaaaaaaacaaaeaeadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.z, r3.w
aaaaaaaaacaaacaeacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.y, r2.w
aaaaaaaaacaaabaeaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov v2.x, r0.x
aaaaaaaaaaaaaeadaaaaaappacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r0.w
adaaaaaaaeaaadacadaaaaoeaaaaaaaabaaaaaoeabaaaaaa mul r4.xy, a3, c16
abaaaaaaaaaaadaeaeaaaafeacaaaaaabaaaaaooabaaaaaa add v0.xy, r4.xyyy, c16.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 426
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 414
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 418
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 422
    o.vlight = shlight;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 426
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 430
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 434
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 438
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    #line 442
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [unity_LightmapST]
Vector 10 [_MainTex_ST]
"!!ARBvp1.0
# 8 ALU
PARAM c[11] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..10] };
TEMP R0;
DP4 R0.xy, vertex.position, c[3];
MUL result.texcoord[1].xyz, R0.x, c[0].x;
MOV result.position.z, R0.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[9], c[9].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 8 instructions, 1 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_LightmapST]
Vector 9 [_MainTex_ST]
"vs_2_0
; 8 ALU
def c10, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_texcoord0 v2
dcl_texcoord1 v3
dp4 r0.xy, v0, c2
mul oT1.xyz, r0.x, c10.x
mov oPos.z, r0.y
mad oT0.xy, v2, c9, c9.zwzw
mad oT2.xy, v3, c8, c8.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_3;
  c_1.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_3;
  lowp vec4 tmpvar_4;
  tmpvar_4 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  c_1.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * ((8.0 * tmpvar_4.w) * tmpvar_4.xyz));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_LightmapST]
Vector 9 [_MainTex_ST]
"agal_vs
c10 0.01 0.0 0.0 0.0
[bc]
bdaaaaaaaaaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.xy, a0, c2
adaaaaaaabaaahaeaaaaaaaaacaaaaaaakaaaaaaabaaaaaa mul v1.xyz, r0.x, c10.x
aaaaaaaaaaaaaeadaaaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r0.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9
abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaiaaaaoeabaaaaaa mul r0.xy, a4, c8
abaaaaaaacaaadaeaaaaaafeacaaaaaaaiaaaaooabaaaaaa add v2.xy, r0.xyyy, c8.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 409
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    #line 413
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 417
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 409
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 425
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 427
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 431
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 435
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    #line 439
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    #line 443
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [unity_LightmapST]
Vector 10 [_MainTex_ST]
"!!ARBvp1.0
# 8 ALU
PARAM c[11] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..10] };
TEMP R0;
DP4 R0.xy, vertex.position, c[3];
MUL result.texcoord[1].xyz, R0.x, c[0].x;
MOV result.position.z, R0.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[10], c[10].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[9], c[9].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 8 instructions, 1 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_LightmapST]
Vector 9 [_MainTex_ST]
"vs_2_0
; 8 ALU
def c10, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_texcoord0 v2
dcl_texcoord1 v3
dp4 r0.xy, v0, c2
mul oT1.xyz, r0.x, c10.x
mov oPos.z, r0.y
mad oT0.xy, v2, c9, c9.zwzw
mad oT2.xy, v3, c8, c8.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  mediump vec3 lm_5;
  lowp vec3 tmpvar_6;
  tmpvar_6 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_5 = tmpvar_6;
  mediump vec3 tmpvar_7;
  tmpvar_7 = (tmpvar_3 * lm_5);
  c_1.xyz = tmpvar_7;
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  mediump vec3 lm_6;
  lowp vec3 tmpvar_7;
  tmpvar_7 = ((8.0 * tmpvar_5.w) * tmpvar_5.xyz);
  lm_6 = tmpvar_7;
  mediump vec3 tmpvar_8;
  tmpvar_8 = (tmpvar_3 * lm_6);
  c_1.xyz = tmpvar_8;
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_LightmapST]
Vector 9 [_MainTex_ST]
"agal_vs
c10 0.01 0.0 0.0 0.0
[bc]
bdaaaaaaaaaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.xy, a0, c2
adaaaaaaabaaahaeaaaaaaaaacaaaaaaakaaaaaaabaaaaaa mul v1.xyz, r0.x, c10.x
aaaaaaaaaaaaaeadaaaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r0.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaajaaaaoeabaaaaaa mul r0.xy, a3, c9
abaaaaaaaaaaadaeaaaaaafeacaaaaaaajaaaaooabaaaaaa add v0.xy, r0.xyyy, c9.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaaiaaaaoeabaaaaaa mul r0.xy, a4, c8
abaaaaaaacaaadaeaaaaaafeacaaaaaaaiaaaaooabaaaaaa add v2.xy, r0.xyyy, c8.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 409
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 426
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    #line 413
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 417
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 409
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 426
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 430
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 434
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 438
    lowp float atten = 1.0;
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    #line 442
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, false).xyz;
    c.xyz += (o.Albedo * lm);
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_ProjectionParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 5 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 34 ALU
PARAM c[19] = { { 0.0099999998, 1, 0.5 },
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R0.xyz, vertex.normal, c[17].w;
DP3 R3.w, R0, c[6];
DP3 R2.w, R0, c[7];
DP3 R1.w, R0, c[5];
MOV R1.x, R3.w;
MOV R1.y, R2.w;
MOV R1.z, c[0].y;
MUL R0, R1.wxyy, R1.xyyw;
DP4 R2.z, R1.wxyz, c[12];
DP4 R2.y, R1.wxyz, c[11];
DP4 R2.x, R1.wxyz, c[10];
DP4 R1.z, R0, c[15];
DP4 R1.y, R0, c[14];
DP4 R1.x, R0, c[13];
MUL R3.x, R3.w, R3.w;
MAD R0.x, R1.w, R1.w, -R3;
ADD R3.xyz, R2, R1;
MUL R2.xyz, R0.x, c[16];
ADD result.texcoord[3].xyz, R3, R2;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].z;
MUL R1.y, R1, c[9].x;
ADD result.texcoord[4].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MOV result.texcoord[2].z, R2.w;
MOV result.texcoord[2].y, R3.w;
MOV result.texcoord[2].x, R1.w;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
END
# 34 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 4 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"vs_2_0
; 34 ALU
def c19, 0.01000000, 1.00000000, 0.50000000, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r0.xyz, v1, c17.w
dp3 r3.w, r0, c5
dp3 r2.w, r0, c6
dp3 r1.w, r0, c4
mov r1.x, r3.w
mov r1.y, r2.w
mov r1.z, c19.y
mul r0, r1.wxyy, r1.xyyw
dp4 r2.z, r1.wxyz, c12
dp4 r2.y, r1.wxyz, c11
dp4 r2.x, r1.wxyz, c10
dp4 r1.z, r0, c15
dp4 r1.y, r0, c14
dp4 r1.x, r0, c13
mul r3.x, r3.w, r3.w
mad r0.x, r1.w, r1.w, -r3
add r3.xyz, r2, r1
mul r2.xyz, r0.x, c16
add oT3.xyz, r3, r2
dp4 r2.xy, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r2.y
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c19.z
mul r1.y, r1, c8.x
mad oT4.xy, r1.z, c9.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mul oT1.xyz, r2.x, c19.x
mov oT2.z, r2.w
mov oT2.y, r3.w
mov oT2.x, r1.w
mad oT0.xy, v2, c18, c18.zwzw
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float tmpvar_5;
  mediump float lightShadowDataX_6;
  highp float dist_7;
  lowp float tmpvar_8;
  tmpvar_8 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = _LightShadowData.x;
  lightShadowDataX_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = max (float((dist_7 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_6);
  tmpvar_5 = tmpvar_10;
  lowp vec4 c_11;
  c_11.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * tmpvar_5) * 2.0));
  c_11.w = tmpvar_2;
  c_1.w = c_11.w;
  c_1.xyz = (c_11.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  mat3 tmpvar_5;
  tmpvar_5[0] = _Object2World[0].xyz;
  tmpvar_5[1] = _Object2World[1].xyz;
  tmpvar_5[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_5 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_6;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = tmpvar_6;
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  shlight_1 = tmpvar_8;
  tmpvar_3 = shlight_1;
  highp vec4 o_23;
  highp vec4 tmpvar_24;
  tmpvar_24 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_25;
  tmpvar_25.x = tmpvar_24.x;
  tmpvar_25.y = (tmpvar_24.y * _ProjectionParams.x);
  o_23.xy = (tmpvar_25 + tmpvar_24.w);
  o_23.zw = tmpvar_4.zw;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = o_23;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [unity_SHAr]
Vector 10 [unity_SHAg]
Vector 11 [unity_SHAb]
Vector 12 [unity_SHBr]
Vector 13 [unity_SHBg]
Vector 14 [unity_SHBb]
Vector 15 [unity_SHC]
Matrix 4 [_Object2World]
Vector 16 [unity_Scale]
Vector 17 [unity_NPOTScale]
Vector 18 [_MainTex_ST]
"agal_vs
c19 0.01 1.0 0.5 0.0
[bc]
adaaaaaaaaaaahacabaaaaoeaaaaaaaabaaaaappabaaaaaa mul r0.xyz, a1, c16.w
bcaaaaaaadaaaiacaaaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r0.xyzz, c5
bcaaaaaaacaaaiacaaaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r2.w, r0.xyzz, c6
bcaaaaaaabaaaiacaaaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r1.w, r0.xyzz, c4
aaaaaaaaabaaabacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r3.w
aaaaaaaaabaaacacacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r1.y, r2.w
aaaaaaaaabaaaeacbdaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r1.z, c19.y
adaaaaaaaaaaapacabaaaafdacaaaaaaabaaaaneacaaaaaa mul r0, r1.wxyy, r1.xyyw
bdaaaaaaacaaaeacabaaaajdacaaaaaaalaaaaoeabaaaaaa dp4 r2.z, r1.wxyz, c11
bdaaaaaaacaaacacabaaaajdacaaaaaaakaaaaoeabaaaaaa dp4 r2.y, r1.wxyz, c10
bdaaaaaaacaaabacabaaaajdacaaaaaaajaaaaoeabaaaaaa dp4 r2.x, r1.wxyz, c9
bdaaaaaaabaaaeacaaaaaaoeacaaaaaaaoaaaaoeabaaaaaa dp4 r1.z, r0, c14
bdaaaaaaabaaacacaaaaaaoeacaaaaaaanaaaaoeabaaaaaa dp4 r1.y, r0, c13
bdaaaaaaabaaabacaaaaaaoeacaaaaaaamaaaaoeabaaaaaa dp4 r1.x, r0, c12
adaaaaaaadaaabacadaaaappacaaaaaaadaaaappacaaaaaa mul r3.x, r3.w, r3.w
abaaaaaaacaaahacacaaaakeacaaaaaaabaaaakeacaaaaaa add r2.xyz, r2.xyzz, r1.xyzz
adaaaaaaaeaaabacabaaaappacaaaaaaabaaaappacaaaaaa mul r4.x, r1.w, r1.w
acaaaaaaaaaaabacaeaaaaaaacaaaaaaadaaaaaaacaaaaaa sub r0.x, r4.x, r3.x
adaaaaaaabaaahacaaaaaaaaacaaaaaaapaaaaoeabaaaaaa mul r1.xyz, r0.x, c15
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
aaaaaaaaaaaaaeacacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.z, r2.y
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaadaaahacaaaaaapeacaaaaaabdaaaakkabaaaaaa mul r3.xyz, r0.xyww, c19.z
aaaaaaaaabaaabacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r1.x, r3.x
adaaaaaaabaaacacadaaaaffacaaaaaaaiaaaaaaabaaaaaa mul r1.y, r3.y, c8.x
abaaaaaaabaaadacabaaaafeacaaaaaaadaaaakkacaaaaaa add r1.xy, r1.xyyy, r3.z
adaaaaaaaeaaadaeabaaaafeacaaaaaabbaaaaoeabaaaaaa mul v4.xy, r1.xyyy, c17
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaabaaahaeacaaaaaaacaaaaaabdaaaaaaabaaaaaa mul v1.xyz, r2.x, c19.x
aaaaaaaaacaaaeaeacaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.z, r2.w
aaaaaaaaacaaacaeadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.y, r3.w
aaaaaaaaacaaabaeabaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.x, r1.w
adaaaaaaaeaaadacadaaaaoeaaaaaaaabcaaaaoeabaaaaaa mul r4.xy, a3, c18
abaaaaaaaaaaadaeaeaaaafeacaaaaaabcaaaaooabaaaaaa add v0.xy, r4.xyyy, c18.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 436
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 427
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 431
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 436
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 440
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 444
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 448
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    #line 452
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_ProjectionParams]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"!!ARBvp1.0
# 13 ALU
PARAM c[12] = { { 0.0099999998, 0.5 },
		state.matrix.mvp,
		program.local[5..11] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[9].x;
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[11], c[11].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[10], c[10].zwzw;
END
# 13 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"vs_2_0
; 13 ALU
def c12, 0.01000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_texcoord0 v2
dcl_texcoord1 v3
dp4 r2.xy, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r2.y
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c12.y
mul r1.y, r1, c8.x
mad oT3.xy, r1.z, c9.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mul oT1.xyz, r2.x, c12.x
mad oT0.xy, v2, c11, c11.zwzw
mad oT2.xy, v3, c10, c10.zwzw
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_3;
  lowp float tmpvar_4;
  mediump float lightShadowDataX_5;
  highp float dist_6;
  lowp float tmpvar_7;
  tmpvar_7 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_6 = tmpvar_7;
  highp float tmpvar_8;
  tmpvar_8 = _LightShadowData.x;
  lightShadowDataX_5 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = max (float((dist_6 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_5);
  tmpvar_4 = tmpvar_9;
  c_1.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((tmpvar_4 * 2.0))));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = o_2;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_3;
  lowp vec4 tmpvar_4;
  tmpvar_4 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  lowp vec3 tmpvar_6;
  tmpvar_6 = ((8.0 * tmpvar_5.w) * tmpvar_5.xyz);
  c_1.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * max (min (tmpvar_6, ((tmpvar_4.x * 2.0) * tmpvar_5.xyz)), (tmpvar_6 * tmpvar_4.x)));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [unity_NPOTScale]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"agal_vs
c12 0.01 0.5 0.0 0.0
[bc]
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
aaaaaaaaaaaaaeacacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.z, r2.y
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaaamaaaaffabaaaaaa mul r1.xyz, r0.xyww, c12.y
adaaaaaaabaaacacabaaaaffacaaaaaaaiaaaaaaabaaaaaa mul r1.y, r1.y, c8.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
adaaaaaaadaaadaeabaaaafeacaaaaaaajaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c9
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaabaaahaeacaaaaaaacaaaaaaamaaaaaaabaaaaaa mul v1.xyz, r2.x, c12.x
adaaaaaaaaaaadacadaaaaoeaaaaaaaaalaaaaoeabaaaaaa mul r0.xy, a3, c11
abaaaaaaaaaaadaeaaaaaafeacaaaaaaalaaaaooabaaaaaa add v0.xy, r0.xyyy, c11.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaakaaaaoeabaaaaaa mul r0.xy, a4, c10
abaaaaaaacaaadaeaaaaaafeacaaaaaaakaaaaooabaaaaaa add v2.xy, r0.xyyy, c10.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 430
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 438
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 442
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 446
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 450
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 9 [_ProjectionParams]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"!!ARBvp1.0
# 13 ALU
PARAM c[12] = { { 0.0099999998, 0.5 },
		state.matrix.mvp,
		program.local[5..11] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[9].x;
ADD result.texcoord[3].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[3].zw, R0;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[11], c[11].zwzw;
MAD result.texcoord[2].xy, vertex.texcoord[1], c[10], c[10].zwzw;
END
# 13 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"vs_2_0
; 13 ALU
def c12, 0.01000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_texcoord0 v2
dcl_texcoord1 v3
dp4 r2.xy, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r2.y
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c12.y
mul r1.y, r1, c8.x
mad oT3.xy, r1.z, c9.zwzw, r1
mov oPos, r0
mov oT3.zw, r0
mul oT1.xyz, r2.x, c12.x
mad oT0.xy, v2, c11, c11.zwzw
mad oT2.xy, v3, c10, c10.zwzw
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float tmpvar_5;
  mediump float lightShadowDataX_6;
  highp float dist_7;
  lowp float tmpvar_8;
  tmpvar_8 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3).x;
  dist_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = _LightShadowData.x;
  lightShadowDataX_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = max (float((dist_7 > (xlv_TEXCOORD3.z / xlv_TEXCOORD3.w))), lightShadowDataX_6);
  tmpvar_5 = tmpvar_10;
  mediump vec3 lm_11;
  lowp vec3 tmpvar_12;
  tmpvar_12 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_11 = tmpvar_12;
  lowp vec3 tmpvar_13;
  tmpvar_13 = vec3((tmpvar_5 * 2.0));
  mediump vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_3 * min (lm_11, tmpvar_13));
  c_1.xyz = tmpvar_14;
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = o_2;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 tmpvar_5;
  tmpvar_5 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD3);
  lowp vec4 tmpvar_6;
  tmpvar_6 = texture2D (unity_Lightmap, xlv_TEXCOORD2);
  mediump vec3 lm_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = ((8.0 * tmpvar_6.w) * tmpvar_6.xyz);
  lm_7 = tmpvar_8;
  lowp vec3 arg1_9;
  arg1_9 = ((tmpvar_5.x * 2.0) * tmpvar_6.xyz);
  mediump vec3 tmpvar_10;
  tmpvar_10 = (tmpvar_3 * max (min (lm_7, arg1_9), (lm_7 * tmpvar_5.x)));
  c_1.xyz = tmpvar_10;
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [unity_NPOTScale]
Vector 10 [unity_LightmapST]
Vector 11 [_MainTex_ST]
"agal_vs
c12 0.01 0.5 0.0 0.0
[bc]
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
aaaaaaaaaaaaaeacacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.z, r2.y
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaabaaahacaaaaaapeacaaaaaaamaaaaffabaaaaaa mul r1.xyz, r0.xyww, c12.y
adaaaaaaabaaacacabaaaaffacaaaaaaaiaaaaaaabaaaaaa mul r1.y, r1.y, c8.x
abaaaaaaabaaadacabaaaafeacaaaaaaabaaaakkacaaaaaa add r1.xy, r1.xyyy, r1.z
adaaaaaaadaaadaeabaaaafeacaaaaaaajaaaaoeabaaaaaa mul v3.xy, r1.xyyy, c9
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaadaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v3.zw, r0.wwzw
adaaaaaaabaaahaeacaaaaaaacaaaaaaamaaaaaaabaaaaaa mul v1.xyz, r2.x, c12.x
adaaaaaaaaaaadacadaaaaoeaaaaaaaaalaaaaoeabaaaaaa mul r0.xy, a3, c11
abaaaaaaaaaaadaeaaaaaafeacaaaaaaalaaaaooabaaaaaa add v0.xy, r0.xyyy, c11.zwzw
adaaaaaaaaaaadacaeaaaaoeaaaaaaaaakaaaaoeabaaaaaa mul r0.xy, a4, c10
abaaaaaaacaaadaeaaaaaafeacaaaaaaakaaaaooabaaaaaa add v2.xy, r0.xyyy, c10.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.zw, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 430
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 438
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 442
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 446
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 450
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, false).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 454
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [unity_4LightPosX0]
Vector 10 [unity_4LightPosY0]
Vector 11 [unity_4LightPosZ0]
Vector 12 [unity_4LightAtten0]
Vector 13 [unity_LightColor0]
Vector 14 [unity_LightColor1]
Vector 15 [unity_LightColor2]
Vector 16 [unity_LightColor3]
Vector 17 [unity_SHAr]
Vector 18 [unity_SHAg]
Vector 19 [unity_SHAb]
Vector 20 [unity_SHBr]
Vector 21 [unity_SHBg]
Vector 22 [unity_SHBb]
Vector 23 [unity_SHC]
Matrix 5 [_Object2World]
Vector 24 [unity_Scale]
Vector 25 [_MainTex_ST]
"!!ARBvp1.0
# 59 ALU
PARAM c[26] = { { 0.0099999998, 1, 0 },
		state.matrix.mvp,
		program.local[5..25] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[24].w;
DP3 R4.x, R3, c[5];
DP3 R3.w, R3, c[6];
DP3 R3.x, R3, c[7];
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[10];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[9];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MOV R4.w, c[0].y;
MAD R2, R4.x, R0, R2;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[11];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[12];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].y;
DP4 R2.z, R4, c[19];
DP4 R2.y, R4, c[18];
DP4 R2.x, R4, c[17];
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].z;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[14];
MAD R1.xyz, R0.x, c[13], R1;
MAD R0.xyz, R0.z, c[15], R1;
MAD R1.xyz, R0.w, c[16], R0;
MUL R0, R4.xyzz, R4.yzzx;
MUL R1.w, R3, R3;
DP4 R4.w, R0, c[22];
DP4 R4.z, R0, c[21];
DP4 R4.y, R0, c[20];
MAD R1.w, R4.x, R4.x, -R1;
ADD R2.xyz, R2, R4.yzww;
MUL R0.xyz, R1.w, c[23];
ADD R0.xyz, R2, R0;
DP4 R2.xy, vertex.position, c[3];
ADD result.texcoord[3].xyz, R0, R1;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MOV result.texcoord[2].z, R3.x;
MOV result.texcoord[2].y, R3.w;
MOV result.texcoord[2].x, R4;
MOV result.position.z, R2.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[25], c[25].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 59 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_4LightPosX0]
Vector 9 [unity_4LightPosY0]
Vector 10 [unity_4LightPosZ0]
Vector 11 [unity_4LightAtten0]
Vector 12 [unity_LightColor0]
Vector 13 [unity_LightColor1]
Vector 14 [unity_LightColor2]
Vector 15 [unity_LightColor3]
Vector 16 [unity_SHAr]
Vector 17 [unity_SHAg]
Vector 18 [unity_SHAb]
Vector 19 [unity_SHBr]
Vector 20 [unity_SHBg]
Vector 21 [unity_SHBb]
Vector 22 [unity_SHC]
Matrix 4 [_Object2World]
Vector 23 [unity_Scale]
Vector 24 [_MainTex_ST]
"vs_2_0
; 59 ALU
def c25, 0.01000000, 1.00000000, 0.00000000, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r3.xyz, v1, c23.w
dp3 r4.x, r3, c4
dp3 r3.w, r3, c5
dp3 r3.x, r3, c6
dp4 r0.x, v0, c5
add r1, -r0.x, c9
mul r2, r3.w, r1
dp4 r0.x, v0, c4
add r0, -r0.x, c8
mul r1, r1, r1
mov r4.z, r3.x
mov r4.w, c25.y
mad r2, r4.x, r0, r2
dp4 r4.y, v0, c6
mad r1, r0, r0, r1
add r0, -r4.y, c10
mad r1, r0, r0, r1
mad r0, r3.x, r0, r2
mul r2, r1, c11
mov r4.y, r3.w
rsq r1.x, r1.x
rsq r1.y, r1.y
rsq r1.w, r1.w
rsq r1.z, r1.z
mul r0, r0, r1
add r1, r2, c25.y
dp4 r2.z, r4, c18
dp4 r2.y, r4, c17
dp4 r2.x, r4, c16
rcp r1.x, r1.x
rcp r1.y, r1.y
rcp r1.w, r1.w
rcp r1.z, r1.z
max r0, r0, c25.z
mul r0, r0, r1
mul r1.xyz, r0.y, c13
mad r1.xyz, r0.x, c12, r1
mad r0.xyz, r0.z, c14, r1
mad r1.xyz, r0.w, c15, r0
mul r0, r4.xyzz, r4.yzzx
mul r1.w, r3, r3
dp4 r4.w, r0, c21
dp4 r4.z, r0, c20
dp4 r4.y, r0, c19
mad r1.w, r4.x, r4.x, -r1
add r2.xyz, r2, r4.yzww
mul r0.xyz, r1.w, c22
add r0.xyz, r2, r0
dp4 r2.xy, v0, c2
add oT3.xyz, r0, r1
mul oT1.xyz, r2.x, c25.x
mov oT2.z, r3.x
mov oT2.y, r3.w
mov oT2.x, r4
mov oPos.z, r2.y
mad oT0.xy, v2, c24, c24.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  highp vec3 tmpvar_22;
  tmpvar_22 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_23;
  tmpvar_23 = (unity_4LightPosX0 - tmpvar_22.x);
  highp vec4 tmpvar_24;
  tmpvar_24 = (unity_4LightPosY0 - tmpvar_22.y);
  highp vec4 tmpvar_25;
  tmpvar_25 = (unity_4LightPosZ0 - tmpvar_22.z);
  highp vec4 tmpvar_26;
  tmpvar_26 = (((tmpvar_23 * tmpvar_23) + (tmpvar_24 * tmpvar_24)) + (tmpvar_25 * tmpvar_25));
  highp vec4 tmpvar_27;
  tmpvar_27 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_23 * tmpvar_5.x) + (tmpvar_24 * tmpvar_5.y)) + (tmpvar_25 * tmpvar_5.z)) * inversesqrt(tmpvar_26))) * (1.0/((1.0 + (tmpvar_26 * unity_4LightAtten0)))));
  highp vec3 tmpvar_28;
  tmpvar_28 = (tmpvar_3 + ((((unity_LightColor[0].xyz * tmpvar_27.x) + (unity_LightColor[1].xyz * tmpvar_27.y)) + (unity_LightColor[2].xyz * tmpvar_27.z)) + (unity_LightColor[3].xyz * tmpvar_27.w)));
  tmpvar_3 = tmpvar_28;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  highp vec3 tmpvar_22;
  tmpvar_22 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_23;
  tmpvar_23 = (unity_4LightPosX0 - tmpvar_22.x);
  highp vec4 tmpvar_24;
  tmpvar_24 = (unity_4LightPosY0 - tmpvar_22.y);
  highp vec4 tmpvar_25;
  tmpvar_25 = (unity_4LightPosZ0 - tmpvar_22.z);
  highp vec4 tmpvar_26;
  tmpvar_26 = (((tmpvar_23 * tmpvar_23) + (tmpvar_24 * tmpvar_24)) + (tmpvar_25 * tmpvar_25));
  highp vec4 tmpvar_27;
  tmpvar_27 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_23 * tmpvar_5.x) + (tmpvar_24 * tmpvar_5.y)) + (tmpvar_25 * tmpvar_5.z)) * inversesqrt(tmpvar_26))) * (1.0/((1.0 + (tmpvar_26 * unity_4LightAtten0)))));
  highp vec3 tmpvar_28;
  tmpvar_28 = (tmpvar_3 + ((((unity_LightColor[0].xyz * tmpvar_27.x) + (unity_LightColor[1].xyz * tmpvar_27.y)) + (unity_LightColor[2].xyz * tmpvar_27.z)) + (unity_LightColor[3].xyz * tmpvar_27.w)));
  tmpvar_3 = tmpvar_28;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [unity_4LightPosX0]
Vector 9 [unity_4LightPosY0]
Vector 10 [unity_4LightPosZ0]
Vector 11 [unity_4LightAtten0]
Vector 12 [unity_LightColor0]
Vector 13 [unity_LightColor1]
Vector 14 [unity_LightColor2]
Vector 15 [unity_LightColor3]
Vector 16 [unity_SHAr]
Vector 17 [unity_SHAg]
Vector 18 [unity_SHAb]
Vector 19 [unity_SHBr]
Vector 20 [unity_SHBg]
Vector 21 [unity_SHBb]
Vector 22 [unity_SHC]
Matrix 4 [_Object2World]
Vector 23 [unity_Scale]
Vector 24 [_MainTex_ST]
"agal_vs
c25 0.01 1.0 0.0 0.0
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaabhaaaappabaaaaaa mul r3.xyz, a1, c23.w
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaaajaaaaoeabaaaaaa add r1, r1.x, c9
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaaiaaaaoeabaaaaaa add r0, r0.x, c8
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
aaaaaaaaaeaaaiacbjaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c25.y
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaaakaaaaoeabaaaaaa add r0, r0.y, c10
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaaalaaaaoeabaaaaaa mul r2, r1, c11
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaabjaaaaffabaaaaaa add r1, r2, c25.y
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r2.z, r4, c18
bdaaaaaaacaaacacaeaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.y, r4, c17
bdaaaaaaacaaabacaeaaaaoeacaaaaaabaaaaaoeabaaaaaa dp4 r2.x, r4, c16
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaabjaaaakkabaaaaaa max r0, r0, c25.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaaanaaaaoeabaaaaaa mul r1.xyz, r0.y, c13
adaaaaaaafaaahacaaaaaaaaacaaaaaaamaaaaoeabaaaaaa mul r5.xyz, r0.x, c12
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaaaoaaaaoeabaaaaaa mul r0.xyz, r0.z, c14
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaaapaaaaoeabaaaaaa mul r1.xyz, r0.w, c15
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaaeaaaiacaaaaaaoeacaaaaaabfaaaaoeabaaaaaa dp4 r4.w, r0, c21
bdaaaaaaaeaaaeacaaaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r4.z, r0, c20
bdaaaaaaaeaaacacaaaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r4.y, r0, c19
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
abaaaaaaacaaahacacaaaakeacaaaaaaaeaaaapjacaaaaaa add r2.xyz, r2.xyzz, r4.yzww
adaaaaaaaaaaahacabaaaappacaaaaaabgaaaaoeabaaaaaa mul r0.xyz, r1.w, c22
abaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r0.xyz, r2.xyzz, r0.xyzz
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
abaaaaaaadaaahaeaaaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahaeacaaaaaaacaaaaaabjaaaaaaabaaaaaa mul v1.xyz, r2.x, c25.x
aaaaaaaaacaaaeaeadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov v2.z, r3.x
aaaaaaaaacaaacaeadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.y, r3.w
aaaaaaaaacaaabaeaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov v2.x, r4.x
aaaaaaaaaaaaaeadacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r2.y
adaaaaaaafaaadacadaaaaoeaaaaaaaabiaaaaoeabaaaaaa mul r5.xy, a3, c24
abaaaaaaaaaaadaeafaaaafeacaaaaaabiaaaaooabaaaaaa add v0.xy, r5.xyyy, c24.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 414
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 418
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 422
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    #line 426
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 428
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 430
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 434
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 438
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    surf( surfIN, o);
    lowp float atten = 1.0;
    #line 442
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_ProjectionParams]
Vector 10 [unity_4LightPosX0]
Vector 11 [unity_4LightPosY0]
Vector 12 [unity_4LightPosZ0]
Vector 13 [unity_4LightAtten0]
Vector 14 [unity_LightColor0]
Vector 15 [unity_LightColor1]
Vector 16 [unity_LightColor2]
Vector 17 [unity_LightColor3]
Vector 18 [unity_SHAr]
Vector 19 [unity_SHAg]
Vector 20 [unity_SHAb]
Vector 21 [unity_SHBr]
Vector 22 [unity_SHBg]
Vector 23 [unity_SHBb]
Vector 24 [unity_SHC]
Matrix 5 [_Object2World]
Vector 25 [unity_Scale]
Vector 26 [_MainTex_ST]
"!!ARBvp1.0
# 65 ALU
PARAM c[27] = { { 0.0099999998, 1, 0, 0.5 },
		state.matrix.mvp,
		program.local[5..26] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEMP R4;
MUL R3.xyz, vertex.normal, c[25].w;
DP3 R4.x, R3, c[5];
DP3 R3.w, R3, c[6];
DP3 R3.x, R3, c[7];
DP4 R0.x, vertex.position, c[6];
ADD R1, -R0.x, c[11];
MUL R2, R3.w, R1;
DP4 R0.x, vertex.position, c[5];
ADD R0, -R0.x, c[10];
MUL R1, R1, R1;
MOV R4.z, R3.x;
MOV R4.w, c[0].y;
MAD R2, R4.x, R0, R2;
DP4 R4.y, vertex.position, c[7];
MAD R1, R0, R0, R1;
ADD R0, -R4.y, c[12];
MAD R1, R0, R0, R1;
MAD R0, R3.x, R0, R2;
MUL R2, R1, c[13];
MOV R4.y, R3.w;
RSQ R1.x, R1.x;
RSQ R1.y, R1.y;
RSQ R1.w, R1.w;
RSQ R1.z, R1.z;
MUL R0, R0, R1;
ADD R1, R2, c[0].y;
DP4 R2.z, R4, c[20];
DP4 R2.y, R4, c[19];
DP4 R2.x, R4, c[18];
RCP R1.x, R1.x;
RCP R1.y, R1.y;
RCP R1.w, R1.w;
RCP R1.z, R1.z;
MAX R0, R0, c[0].z;
MUL R0, R0, R1;
MUL R1.xyz, R0.y, c[15];
MAD R1.xyz, R0.x, c[14], R1;
MAD R0.xyz, R0.z, c[16], R1;
MAD R1.xyz, R0.w, c[17], R0;
MUL R0, R4.xyzz, R4.yzzx;
MUL R1.w, R3, R3;
DP4 R4.w, R0, c[23];
DP4 R4.z, R0, c[22];
DP4 R4.y, R0, c[21];
MAD R1.w, R4.x, R4.x, -R1;
MUL R0.xyz, R1.w, c[24];
ADD R2.xyz, R2, R4.yzww;
ADD R4.yzw, R2.xxyz, R0.xxyz;
ADD result.texcoord[3].xyz, R4.yzww, R1;
DP4 R1.zw, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R1.w;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R2.xyz, R0.xyww, c[0].w;
MOV R1.x, R2;
MUL R1.y, R2, c[9].x;
ADD result.texcoord[4].xy, R1, R2.z;
MOV result.position, R0;
MOV result.texcoord[4].zw, R0;
MUL result.texcoord[1].xyz, R1.z, c[0].x;
MOV result.texcoord[2].z, R3.x;
MOV result.texcoord[2].y, R3.w;
MOV result.texcoord[2].x, R4;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[26], c[26].zwzw;
END
# 65 instructions, 5 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_4LightPosX0]
Vector 11 [unity_4LightPosY0]
Vector 12 [unity_4LightPosZ0]
Vector 13 [unity_4LightAtten0]
Vector 14 [unity_LightColor0]
Vector 15 [unity_LightColor1]
Vector 16 [unity_LightColor2]
Vector 17 [unity_LightColor3]
Vector 18 [unity_SHAr]
Vector 19 [unity_SHAg]
Vector 20 [unity_SHAb]
Vector 21 [unity_SHBr]
Vector 22 [unity_SHBg]
Vector 23 [unity_SHBb]
Vector 24 [unity_SHC]
Matrix 4 [_Object2World]
Vector 25 [unity_Scale]
Vector 26 [_MainTex_ST]
"vs_2_0
; 65 ALU
def c27, 0.01000000, 1.00000000, 0.00000000, 0.50000000
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r3.xyz, v1, c25.w
dp3 r4.x, r3, c4
dp3 r3.w, r3, c5
dp3 r3.x, r3, c6
dp4 r0.x, v0, c5
add r1, -r0.x, c11
mul r2, r3.w, r1
dp4 r0.x, v0, c4
add r0, -r0.x, c10
mul r1, r1, r1
mov r4.z, r3.x
mov r4.w, c27.y
mad r2, r4.x, r0, r2
dp4 r4.y, v0, c6
mad r1, r0, r0, r1
add r0, -r4.y, c12
mad r1, r0, r0, r1
mad r0, r3.x, r0, r2
mul r2, r1, c13
mov r4.y, r3.w
rsq r1.x, r1.x
rsq r1.y, r1.y
rsq r1.w, r1.w
rsq r1.z, r1.z
mul r0, r0, r1
add r1, r2, c27.y
dp4 r2.z, r4, c20
dp4 r2.y, r4, c19
dp4 r2.x, r4, c18
rcp r1.x, r1.x
rcp r1.y, r1.y
rcp r1.w, r1.w
rcp r1.z, r1.z
max r0, r0, c27.z
mul r0, r0, r1
mul r1.xyz, r0.y, c15
mad r1.xyz, r0.x, c14, r1
mad r0.xyz, r0.z, c16, r1
mad r1.xyz, r0.w, c17, r0
mul r0, r4.xyzz, r4.yzzx
mul r1.w, r3, r3
dp4 r4.w, r0, c23
dp4 r4.z, r0, c22
dp4 r4.y, r0, c21
mad r1.w, r4.x, r4.x, -r1
mul r0.xyz, r1.w, c24
add r2.xyz, r2, r4.yzww
add r4.yzw, r2.xxyz, r0.xxyz
add oT3.xyz, r4.yzww, r1
dp4 r1.zw, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r1.w
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r2.xyz, r0.xyww, c27.w
mov r1.x, r2
mul r1.y, r2, c8.x
mad oT4.xy, r2.z, c9.zwzw, r1
mov oPos, r0
mov oT4.zw, r0
mul oT1.xyz, r1.z, c27.x
mov oT2.z, r3.x
mov oT2.y, r3.w
mov oT2.x, r4
mad oT0.xy, v2, c26, c26.zwzw
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  highp vec3 tmpvar_22;
  tmpvar_22 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_23;
  tmpvar_23 = (unity_4LightPosX0 - tmpvar_22.x);
  highp vec4 tmpvar_24;
  tmpvar_24 = (unity_4LightPosY0 - tmpvar_22.y);
  highp vec4 tmpvar_25;
  tmpvar_25 = (unity_4LightPosZ0 - tmpvar_22.z);
  highp vec4 tmpvar_26;
  tmpvar_26 = (((tmpvar_23 * tmpvar_23) + (tmpvar_24 * tmpvar_24)) + (tmpvar_25 * tmpvar_25));
  highp vec4 tmpvar_27;
  tmpvar_27 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_23 * tmpvar_5.x) + (tmpvar_24 * tmpvar_5.y)) + (tmpvar_25 * tmpvar_5.z)) * inversesqrt(tmpvar_26))) * (1.0/((1.0 + (tmpvar_26 * unity_4LightAtten0)))));
  highp vec3 tmpvar_28;
  tmpvar_28 = (tmpvar_3 + ((((unity_LightColor[0].xyz * tmpvar_27.x) + (unity_LightColor[1].xyz * tmpvar_27.y)) + (unity_LightColor[2].xyz * tmpvar_27.z)) + (unity_LightColor[3].xyz * tmpvar_27.w)));
  tmpvar_3 = tmpvar_28;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float tmpvar_5;
  mediump float lightShadowDataX_6;
  highp float dist_7;
  lowp float tmpvar_8;
  tmpvar_8 = texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x;
  dist_7 = tmpvar_8;
  highp float tmpvar_9;
  tmpvar_9 = _LightShadowData.x;
  lightShadowDataX_6 = tmpvar_9;
  highp float tmpvar_10;
  tmpvar_10 = max (float((dist_7 > (xlv_TEXCOORD4.z / xlv_TEXCOORD4.w))), lightShadowDataX_6);
  tmpvar_5 = tmpvar_10;
  lowp vec4 c_11;
  c_11.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * tmpvar_5) * 2.0));
  c_11.w = tmpvar_2;
  c_1.w = c_11.w;
  c_1.xyz = (c_11.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (glstate_matrix_mvp * _glesVertex);
  mat3 tmpvar_5;
  tmpvar_5[0] = _Object2World[0].xyz;
  tmpvar_5[1] = _Object2World[1].xyz;
  tmpvar_5[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_6;
  tmpvar_6 = (tmpvar_5 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_6;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = tmpvar_6;
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  shlight_1 = tmpvar_8;
  tmpvar_3 = shlight_1;
  highp vec3 tmpvar_23;
  tmpvar_23 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_24;
  tmpvar_24 = (unity_4LightPosX0 - tmpvar_23.x);
  highp vec4 tmpvar_25;
  tmpvar_25 = (unity_4LightPosY0 - tmpvar_23.y);
  highp vec4 tmpvar_26;
  tmpvar_26 = (unity_4LightPosZ0 - tmpvar_23.z);
  highp vec4 tmpvar_27;
  tmpvar_27 = (((tmpvar_24 * tmpvar_24) + (tmpvar_25 * tmpvar_25)) + (tmpvar_26 * tmpvar_26));
  highp vec4 tmpvar_28;
  tmpvar_28 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_24 * tmpvar_6.x) + (tmpvar_25 * tmpvar_6.y)) + (tmpvar_26 * tmpvar_6.z)) * inversesqrt(tmpvar_27))) * (1.0/((1.0 + (tmpvar_27 * unity_4LightAtten0)))));
  highp vec3 tmpvar_29;
  tmpvar_29 = (tmpvar_3 + ((((unity_LightColor[0].xyz * tmpvar_28.x) + (unity_LightColor[1].xyz * tmpvar_28.y)) + (unity_LightColor[2].xyz * tmpvar_28.z)) + (unity_LightColor[3].xyz * tmpvar_28.w)));
  tmpvar_3 = tmpvar_29;
  highp vec4 o_30;
  highp vec4 tmpvar_31;
  tmpvar_31 = (tmpvar_4 * 0.5);
  highp vec2 tmpvar_32;
  tmpvar_32.x = tmpvar_31.x;
  tmpvar_32.y = (tmpvar_31.y * _ProjectionParams.x);
  o_30.xy = (tmpvar_32 + tmpvar_31.w);
  o_30.zw = tmpvar_4.zw;
  gl_Position = tmpvar_4;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = o_30;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp vec4 c_5;
  c_5.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * texture2DProj (_ShadowMapTexture, xlv_TEXCOORD4).x) * 2.0));
  c_5.w = tmpvar_2;
  c_1.w = c_5.w;
  c_1.xyz = (c_5.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [unity_4LightPosX0]
Vector 10 [unity_4LightPosY0]
Vector 11 [unity_4LightPosZ0]
Vector 12 [unity_4LightAtten0]
Vector 13 [unity_LightColor0]
Vector 14 [unity_LightColor1]
Vector 15 [unity_LightColor2]
Vector 16 [unity_LightColor3]
Vector 17 [unity_SHAr]
Vector 18 [unity_SHAg]
Vector 19 [unity_SHAb]
Vector 20 [unity_SHBr]
Vector 21 [unity_SHBg]
Vector 22 [unity_SHBb]
Vector 23 [unity_SHC]
Matrix 4 [_Object2World]
Vector 24 [unity_Scale]
Vector 25 [unity_NPOTScale]
Vector 26 [_MainTex_ST]
"agal_vs
c27 0.01 1.0 0.0 0.5
[bc]
adaaaaaaadaaahacabaaaaoeaaaaaaaabiaaaappabaaaaaa mul r3.xyz, a1, c24.w
bcaaaaaaaeaaabacadaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 r4.x, r3.xyzz, c4
bcaaaaaaadaaaiacadaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 r3.w, r3.xyzz, c5
bcaaaaaaadaaabacadaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 r3.x, r3.xyzz, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.x, a0, c5
bfaaaaaaabaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r1.x, r0.x
abaaaaaaabaaapacabaaaaaaacaaaaaaakaaaaoeabaaaaaa add r1, r1.x, c10
adaaaaaaacaaapacadaaaappacaaaaaaabaaaaoeacaaaaaa mul r2, r3.w, r1
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bfaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa neg r0.x, r0.x
abaaaaaaaaaaapacaaaaaaaaacaaaaaaajaaaaoeabaaaaaa add r0, r0.x, c9
adaaaaaaabaaapacabaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r1, r1, r1
aaaaaaaaaeaaaeacadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r4.z, r3.x
aaaaaaaaaeaaaiacblaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r4.w, c27.y
adaaaaaaafaaapacaeaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r5, r4.x, r0
abaaaaaaacaaapacafaaaaoeacaaaaaaacaaaaoeacaaaaaa add r2, r5, r2
bdaaaaaaaeaaacacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r4.y, a0, c6
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
bfaaaaaaaaaaacacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa neg r0.y, r4.y
abaaaaaaaaaaapacaaaaaaffacaaaaaaalaaaaoeabaaaaaa add r0, r0.y, c11
adaaaaaaafaaapacaaaaaaoeacaaaaaaaaaaaaoeacaaaaaa mul r5, r0, r0
abaaaaaaabaaapacafaaaaoeacaaaaaaabaaaaoeacaaaaaa add r1, r5, r1
adaaaaaaaaaaapacadaaaaaaacaaaaaaaaaaaaoeacaaaaaa mul r0, r3.x, r0
abaaaaaaaaaaapacaaaaaaoeacaaaaaaacaaaaoeacaaaaaa add r0, r0, r2
adaaaaaaacaaapacabaaaaoeacaaaaaaamaaaaoeabaaaaaa mul r2, r1, c12
aaaaaaaaaeaaacacadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov r4.y, r3.w
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
akaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rsq r1.y, r1.y
akaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rsq r1.w, r1.w
akaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rsq r1.z, r1.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
abaaaaaaabaaapacacaaaaoeacaaaaaablaaaaffabaaaaaa add r1, r2, c27.y
bdaaaaaaacaaaeacaeaaaaoeacaaaaaabdaaaaoeabaaaaaa dp4 r2.z, r4, c19
bdaaaaaaacaaacacaeaaaaoeacaaaaaabcaaaaoeabaaaaaa dp4 r2.y, r4, c18
bdaaaaaaacaaabacaeaaaaoeacaaaaaabbaaaaoeabaaaaaa dp4 r2.x, r4, c17
afaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, r1.x
afaaaaaaabaaacacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa rcp r1.y, r1.y
afaaaaaaabaaaiacabaaaappacaaaaaaaaaaaaaaaaaaaaaa rcp r1.w, r1.w
afaaaaaaabaaaeacabaaaakkacaaaaaaaaaaaaaaaaaaaaaa rcp r1.z, r1.z
ahaaaaaaaaaaapacaaaaaaoeacaaaaaablaaaakkabaaaaaa max r0, r0, c27.z
adaaaaaaaaaaapacaaaaaaoeacaaaaaaabaaaaoeacaaaaaa mul r0, r0, r1
adaaaaaaabaaahacaaaaaaffacaaaaaaaoaaaaoeabaaaaaa mul r1.xyz, r0.y, c14
adaaaaaaafaaahacaaaaaaaaacaaaaaaanaaaaoeabaaaaaa mul r5.xyz, r0.x, c13
abaaaaaaabaaahacafaaaakeacaaaaaaabaaaakeacaaaaaa add r1.xyz, r5.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakkacaaaaaaapaaaaoeabaaaaaa mul r0.xyz, r0.z, c15
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaabaaahacaaaaaappacaaaaaabaaaaaoeabaaaaaa mul r1.xyz, r0.w, c16
abaaaaaaabaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa add r1.xyz, r1.xyzz, r0.xyzz
adaaaaaaaaaaapacaeaaaakeacaaaaaaaeaaaacjacaaaaaa mul r0, r4.xyzz, r4.yzzx
adaaaaaaabaaaiacadaaaappacaaaaaaadaaaappacaaaaaa mul r1.w, r3.w, r3.w
bdaaaaaaaeaaaiacaaaaaaoeacaaaaaabgaaaaoeabaaaaaa dp4 r4.w, r0, c22
bdaaaaaaaeaaaeacaaaaaaoeacaaaaaabfaaaaoeabaaaaaa dp4 r4.z, r0, c21
bdaaaaaaaeaaacacaaaaaaoeacaaaaaabeaaaaoeabaaaaaa dp4 r4.y, r0, c20
adaaaaaaafaaaiacaeaaaaaaacaaaaaaaeaaaaaaacaaaaaa mul r5.w, r4.x, r4.x
acaaaaaaabaaaiacafaaaappacaaaaaaabaaaappacaaaaaa sub r1.w, r5.w, r1.w
adaaaaaaaaaaahacabaaaappacaaaaaabhaaaaoeabaaaaaa mul r0.xyz, r1.w, c23
abaaaaaaacaaahacacaaaakeacaaaaaaaeaaaapjacaaaaaa add r2.xyz, r2.xyzz, r4.yzww
abaaaaaaacaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa add r2.xyz, r2.xyzz, r0.xyzz
abaaaaaaadaaahaeacaaaakeacaaaaaaabaaaakeacaaaaaa add v3.xyz, r2.xyzz, r1.xyzz
bdaaaaaaabaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r1.xy, a0, c2
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 r0.w, a0, c3
aaaaaaaaaaaaaeacabaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r0.z, r1.y
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 r0.x, a0, c0
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 r0.y, a0, c1
adaaaaaaaeaaaoacaaaaaandacaaaaaablaaaappabaaaaaa mul r4.yzw, r0.wxyw, c27.w
aaaaaaaaabaaaeacaeaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov r1.z, r4.y
adaaaaaaabaaaiacaeaaaakkacaaaaaaaiaaaaaaabaaaaaa mul r1.w, r4.z, c8.x
abaaaaaaabaaamacabaaaaopacaaaaaaaeaaaappacaaaaaa add r1.zw, r1.wwzw, r4.w
adaaaaaaaeaaadaeabaaaapoacaaaaaabjaaaaoeabaaaaaa mul v4.xy, r1.zwww, c25
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
aaaaaaaaaeaaamaeaaaaaaopacaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, r0.wwzw
adaaaaaaabaaahaeabaaaaaaacaaaaaablaaaaaaabaaaaaa mul v1.xyz, r1.x, c27.x
aaaaaaaaacaaaeaeadaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov v2.z, r3.x
aaaaaaaaacaaacaeadaaaappacaaaaaaaaaaaaaaaaaaaaaa mov v2.y, r3.w
aaaaaaaaacaaabaeaeaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov v2.x, r4.x
adaaaaaaafaaadacadaaaaoeaaaaaaaabkaaaaoeabaaaaaa mul r5.xy, a3, c26
abaaaaaaaaaaadaeafaaaafeacaaaaaabkaaaaooabaaaaaa add v0.xy, r5.xyyy, c26.zwzw
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 427
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 431
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 436
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform sampler2D _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    highp float dist = textureProj( _ShadowMapTexture, shadowCoord).x;
    mediump float lightShadowDataX = _LightShadowData.x;
    #line 388
    return max( float((dist > (shadowCoord.z / shadowCoord.w))), lightShadowDataX);
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 440
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 444
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 448
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 452
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float shadow_5;
  lowp float tmpvar_6;
  tmpvar_6 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_7;
  tmpvar_7 = (_LightShadowData.x + (tmpvar_6 * (1.0 - _LightShadowData.x)));
  shadow_5 = tmpvar_7;
  lowp vec4 c_8;
  c_8.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * shadow_5) * 2.0));
  c_8.w = tmpvar_2;
  c_1.w = c_8.w;
  c_1.xyz = (c_8.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 436
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 427
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 431
    o.vlight = shlight;
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 436
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 440
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 444
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 448
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    #line 452
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  highp float tmpvar_3;
  tmpvar_3 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_3;
  lowp float shadow_4;
  lowp float tmpvar_5;
  tmpvar_5 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_6;
  tmpvar_6 = (_LightShadowData.x + (tmpvar_5 * (1.0 - _LightShadowData.x)));
  shadow_4 = tmpvar_6;
  c_1.xyz = ((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * min ((2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz), vec3((shadow_4 * 2.0))));
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 430
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 435
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 438
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 442
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 446
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 450
    lowp vec3 lm = DecodeLightmap( lmtex);
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD3 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD3;
varying highp vec2 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform highp vec4 _LightShadowData;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float shadow_5;
  lowp float tmpvar_6;
  tmpvar_6 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD3.xyz);
  highp float tmpvar_7;
  tmpvar_7 = (_LightShadowData.x + (tmpvar_6 * (1.0 - _LightShadowData.x)));
  shadow_5 = tmpvar_7;
  mediump vec3 lm_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD2).xyz);
  lm_8 = tmpvar_9;
  lowp vec3 tmpvar_10;
  tmpvar_10 = vec3((shadow_5 * 2.0));
  mediump vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_3 * min (lm_8, tmpvar_10));
  c_1.xyz = tmpvar_11;
  c_1.w = tmpvar_2;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" "SHADOWS_NATIVE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    #line 422
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 426
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 430
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec2 xlv_TEXCOORD2;
out highp vec4 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec2(xl_retval.lmap);
    xlv_TEXCOORD3 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec2 lmap;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 418
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 434
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 436
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 438
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 442
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 446
    o.Gloss = 0.0;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    lowp vec4 c = vec4( 0.0);
    #line 450
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec3 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, false).xyz;
    c.xyz += (o.Albedo * min( lm, vec3( (atten * 2.0))));
    #line 454
    c.w = o.Alpha;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec2 xlv_TEXCOORD2;
in highp vec4 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.lmap = vec2(xlv_TEXCOORD2);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" }
"!!GLES


#ifdef VERTEX

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_4LightPosZ0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosX0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 shlight_1;
  lowp vec3 tmpvar_2;
  lowp vec3 tmpvar_3;
  mat3 tmpvar_4;
  tmpvar_4[0] = _Object2World[0].xyz;
  tmpvar_4[1] = _Object2World[1].xyz;
  tmpvar_4[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_5;
  tmpvar_5 = (tmpvar_4 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_2 = tmpvar_5;
  highp vec4 tmpvar_6;
  tmpvar_6.w = 1.0;
  tmpvar_6.xyz = tmpvar_5;
  mediump vec3 tmpvar_7;
  mediump vec4 normal_8;
  normal_8 = tmpvar_6;
  highp float vC_9;
  mediump vec3 x3_10;
  mediump vec3 x2_11;
  mediump vec3 x1_12;
  highp float tmpvar_13;
  tmpvar_13 = dot (unity_SHAr, normal_8);
  x1_12.x = tmpvar_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAg, normal_8);
  x1_12.y = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAb, normal_8);
  x1_12.z = tmpvar_15;
  mediump vec4 tmpvar_16;
  tmpvar_16 = (normal_8.xyzz * normal_8.yzzx);
  highp float tmpvar_17;
  tmpvar_17 = dot (unity_SHBr, tmpvar_16);
  x2_11.x = tmpvar_17;
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBg, tmpvar_16);
  x2_11.y = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBb, tmpvar_16);
  x2_11.z = tmpvar_19;
  mediump float tmpvar_20;
  tmpvar_20 = ((normal_8.x * normal_8.x) - (normal_8.y * normal_8.y));
  vC_9 = tmpvar_20;
  highp vec3 tmpvar_21;
  tmpvar_21 = (unity_SHC.xyz * vC_9);
  x3_10 = tmpvar_21;
  tmpvar_7 = ((x1_12 + x2_11) + x3_10);
  shlight_1 = tmpvar_7;
  tmpvar_3 = shlight_1;
  highp vec3 tmpvar_22;
  tmpvar_22 = (_Object2World * _glesVertex).xyz;
  highp vec4 tmpvar_23;
  tmpvar_23 = (unity_4LightPosX0 - tmpvar_22.x);
  highp vec4 tmpvar_24;
  tmpvar_24 = (unity_4LightPosY0 - tmpvar_22.y);
  highp vec4 tmpvar_25;
  tmpvar_25 = (unity_4LightPosZ0 - tmpvar_22.z);
  highp vec4 tmpvar_26;
  tmpvar_26 = (((tmpvar_23 * tmpvar_23) + (tmpvar_24 * tmpvar_24)) + (tmpvar_25 * tmpvar_25));
  highp vec4 tmpvar_27;
  tmpvar_27 = (max (vec4(0.0, 0.0, 0.0, 0.0), ((((tmpvar_23 * tmpvar_5.x) + (tmpvar_24 * tmpvar_5.y)) + (tmpvar_25 * tmpvar_5.z)) * inversesqrt(tmpvar_26))) * (1.0/((1.0 + (tmpvar_26 * unity_4LightAtten0)))));
  highp vec3 tmpvar_28;
  tmpvar_28 = (tmpvar_3 + ((((unity_LightColor[0].xyz * tmpvar_27.x) + (unity_LightColor[1].xyz * tmpvar_27.y)) + (unity_LightColor[2].xyz * tmpvar_27.z)) + (unity_LightColor[3].xyz * tmpvar_27.w)));
  tmpvar_3 = tmpvar_28;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_2;
  xlv_TEXCOORD3 = tmpvar_3;
  xlv_TEXCOORD4 = (unity_World2Shadow[0] * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

#extension GL_EXT_shadow_samplers : enable
varying highp vec4 xlv_TEXCOORD4;
varying lowp vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp sampler2DShadow _ShadowMapTexture;
uniform lowp vec4 _LightColor0;
uniform highp vec4 _LightShadowData;
uniform lowp vec4 _WorldSpaceLightPos0;
void main ()
{
  lowp vec4 c_1;
  lowp float tmpvar_2;
  lowp vec3 tmpvar_3;
  tmpvar_3 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_2 = tmpvar_4;
  lowp float shadow_5;
  lowp float tmpvar_6;
  tmpvar_6 = shadow2DEXT (_ShadowMapTexture, xlv_TEXCOORD4.xyz);
  highp float tmpvar_7;
  tmpvar_7 = (_LightShadowData.x + (tmpvar_6 * (1.0 - _LightShadowData.x)));
  shadow_5 = tmpvar_7;
  lowp vec4 c_8;
  c_8.xyz = ((tmpvar_3 * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, _WorldSpaceLightPos0.xyz)) * shadow_5) * 2.0));
  c_8.w = tmpvar_2;
  c_1.w = c_8.w;
  c_1.xyz = (c_8.xyz + (tmpvar_3 * xlv_TEXCOORD3));
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" "SHADOWS_NATIVE" "VERTEXLIGHT_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 95
highp vec3 Shade4PointLights( in highp vec4 lightPosX, in highp vec4 lightPosY, in highp vec4 lightPosZ, in highp vec3 lightColor0, in highp vec3 lightColor1, in highp vec3 lightColor2, in highp vec3 lightColor3, in highp vec4 lightAttenSq, in highp vec3 pos, in highp vec3 normal ) {
    highp vec4 toLightX = (lightPosX - pos.x);
    highp vec4 toLightY = (lightPosY - pos.y);
    #line 99
    highp vec4 toLightZ = (lightPosZ - pos.z);
    highp vec4 lengthSq = vec4( 0.0);
    lengthSq += (toLightX * toLightX);
    lengthSq += (toLightY * toLightY);
    #line 103
    lengthSq += (toLightZ * toLightZ);
    highp vec4 ndotl = vec4( 0.0);
    ndotl += (toLightX * normal.x);
    ndotl += (toLightY * normal.y);
    #line 107
    ndotl += (toLightZ * normal.z);
    highp vec4 corr = inversesqrt(lengthSq);
    ndotl = max( vec4( 0.0, 0.0, 0.0, 0.0), (ndotl * corr));
    highp vec4 atten = (1.0 / (1.0 + (lengthSq * lightAttenSq)));
    #line 111
    highp vec4 diff = (ndotl * atten);
    highp vec3 col = vec3( 0.0);
    col += (lightColor0 * diff.x);
    col += (lightColor1 * diff.y);
    #line 115
    col += (lightColor2 * diff.z);
    col += (lightColor3 * diff.w);
    return col;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 398
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 420
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 423
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 427
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.normal = worldN;
    highp vec3 shlight = ShadeSH9( vec4( worldN, 1.0));
    #line 431
    o.vlight = shlight;
    highp vec3 worldPos = (_Object2World * v.vertex).xyz;
    o.vlight += Shade4PointLights( unity_4LightPosX0, unity_4LightPosY0, unity_4LightPosZ0, unity_LightColor[0].xyz, unity_LightColor[1].xyz, unity_LightColor[2].xyz, unity_LightColor[3].xyz, unity_4LightAtten0, worldPos, worldN);
    o._ShadowCoord = (unity_World2Shadow[0] * (_Object2World * v.vertex));
    #line 436
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out lowp vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
    xlv_TEXCOORD4 = vec4(xl_retval._ShadowCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_shadow2D(mediump sampler2DShadow s, vec3 coord) { return texture (s, coord); }
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 392
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 409
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    lowp vec3 vlight;
    highp vec4 _ShadowCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform highp vec4 _ShadowOffsets[4];
uniform lowp sampler2DShadow _ShadowMapTexture;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 398
#line 403
#line 419
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 403
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 407
    o.Alpha = float( IN.fooAlpha);
}
#line 384
lowp float unitySampleShadow( in highp vec4 shadowCoord ) {
    lowp float shadow = xll_shadow2D( _ShadowMapTexture, shadowCoord.xyz.xyz);
    shadow = (_LightShadowData.x + (shadow * (1.0 - _LightShadowData.x)));
    #line 388
    return shadow;
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 440
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 444
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 448
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    surf( surfIN, o);
    lowp float atten = unitySampleShadow( IN._ShadowCoord);
    #line 452
    lowp vec4 c = vec4( 0.0);
    c = LightingLambert( o, _WorldSpaceLightPos0.xyz, atten);
    c.xyz += (o.Albedo * IN.vlight);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in lowp vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xlt_IN._ShadowCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 7 to 13, TEX: 1 to 3
//   d3d9 - ALU: 6 to 11, TEX: 1 to 3
SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 9 ALU, 1 TEX
PARAM c[4] = { program.local[0..2],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R0.xyz, R0, c[2];
MUL R1.xyz, R0, fragment.texcoord[3];
DP3 R0.w, fragment.texcoord[2], c[0];
MUL R0.xyz, R0, c[1];
MAX R0.w, R0, c[3].x;
MUL R0.xyz, R0.w, R0;
MAD result.color.xyz, R0, c[3].y, R1;
MOV result.color.w, fragment.texcoord[1].x;
END
# 9 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 9 ALU, 1 TEX
dcl_2d s0
def c3, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xyz
dcl t3.xyz
texld r0, t0, s0
mul r1.xyz, r0, c2
mul_pp r2.xyz, r1, c1
dp3_pp r0.x, t2, c0
max_pp r0.x, r0, c3
mul_pp r0.xyz, r0.x, r2
mul_pp r1.xyz, r1, t3
mov_pp r0.w, t1.x
mad_pp r0.xyz, r0, c3.y, r1
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c3 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
adaaaaaaabaaahacaaaaaakeacaaaaaaacaaaaoeabaaaaaa mul r1.xyz, r0.xyzz, c2
adaaaaaaacaaahacabaaaakeacaaaaaaabaaaaoeabaaaaaa mul r2.xyz, r1.xyzz, c1
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaaaaaaaoeabaaaaaa dp3 r0.x, v2, c0
ahaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa max r0.x, r0.x, c3
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c3.y
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 7 ALU, 2 TEX
PARAM c[2] = { program.local[0],
		{ 8 } };
TEMP R0;
TEMP R1;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
TEX R0, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1, c[0];
MUL R0.xyz, R0.w, R0;
MUL R0.xyz, R0, R1;
MUL result.color.xyz, R0, c[1].x;
MOV result.color.w, fragment.texcoord[1].x;
END
# 7 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"ps_2_0
; 6 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c1, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xy
texld r1, t0, s0
texld r0, t2, s1
mul_pp r0.xyz, r0.w, r0
mul r1.xyz, r1, c0
mul_pp r0.xyz, r0, r1
mul_pp r0.xyz, r0, c1.x
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"agal_ps
c1 8.0 0.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 7 ALU, 2 TEX
PARAM c[2] = { program.local[0],
		{ 8 } };
TEMP R0;
TEMP R1;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
TEX R0, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1, c[0];
MUL R0.xyz, R0.w, R0;
MUL R0.xyz, R0, R1;
MUL result.color.xyz, R0, c[1].x;
MOV result.color.w, fragment.texcoord[1].x;
END
# 7 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"ps_2_0
; 6 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c1, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xy
texld r1, t0, s0
texld r0, t2, s1
mul_pp r0.xyz, r0.w, r0
mul r1.xyz, r1, c0
mul_pp r0.xyz, r0, r1
mul_pp r0.xyz, r0, c1.x
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [unity_Lightmap] 2D
"agal_ps
c1 8.0 0.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v2, s1 <2d wrap linear point>
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.xyzz, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 11 ALU, 2 TEX
PARAM c[4] = { program.local[0..2],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R1.x, fragment.texcoord[4], texture[1], 2D;
MUL R0.xyz, R0, c[2];
MUL R1.yzw, R0.xxyz, fragment.texcoord[3].xxyz;
DP3 R0.w, fragment.texcoord[2], c[0];
MAX R0.w, R0, c[3].x;
MUL R0.xyz, R0, c[1];
MUL R0.w, R0, R1.x;
MUL R0.xyz, R0.w, R0;
MAD result.color.xyz, R0, c[3].y, R1.yzww;
MOV result.color.w, fragment.texcoord[1].x;
END
# 11 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"ps_2_0
; 10 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c3, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xyz
dcl t3.xyz
dcl t4
texld r0, t0, s0
texldp r3, t4, s1
mul r1.xyz, r0, c2
mul_pp r2.xyz, r1, c1
dp3_pp r0.x, t2, c0
max_pp r0.x, r0, c3
mul_pp r0.x, r0, r3
mul_pp r0.xyz, r0.x, r2
mul_pp r1.xyz, r1, t3
mov_pp r0.w, t1.x
mad_pp r0.xyz, r0, c3.y, r1
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_WorldSpaceLightPos0]
Vector 1 [_LightColor0]
Vector 2 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
"agal_ps
c3 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r0, v0, s0 <2d wrap linear point>
aeaaaaaaabaaapacaeaaaaoeaeaaaaaaaeaaaappaeaaaaaa div r1, v4, v4.w
ciaaaaaaadaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r3, r1.xyyy, s1 <2d wrap linear point>
adaaaaaaabaaahacaaaaaakeacaaaaaaacaaaaoeabaaaaaa mul r1.xyz, r0.xyzz, c2
adaaaaaaacaaahacabaaaakeacaaaaaaabaaaaoeabaaaaaa mul r2.xyz, r1.xyzz, c1
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaaaaaaaoeabaaaaaa dp3 r0.x, v2, c0
ahaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaoeabaaaaaa max r0.x, r0.x, c3
adaaaaaaaaaaabacaaaaaaaaacaaaaaaadaaaaaaacaaaaaa mul r0.x, r0.x, r3.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.xyzz, v3
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c3.y
abaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaakeacaaaaaa add r0.xyz, r0.xyzz, r1.xyzz
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 13 ALU, 3 TEX
PARAM c[2] = { program.local[0],
		{ 8, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R2, fragment.texcoord[2], texture[2], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R3.x, fragment.texcoord[3], texture[1], 2D;
MUL R1.xyz, R2.w, R2;
MUL R2.xyz, R2, R3.x;
MUL R1.xyz, R1, c[1].x;
MUL R3.xyz, R1, R3.x;
MUL R2.xyz, R2, c[1].y;
MIN R1.xyz, R1, R2;
MAX R1.xyz, R1, R3;
MUL R0.xyz, R0, c[0];
MUL result.color.xyz, R0, R1;
MOV result.color.w, fragment.texcoord[1].x;
END
# 13 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 11 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c1, 8.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xy
dcl t3
texld r1, t0, s0
texldp r3, t3, s1
texld r0, t2, s2
mul_pp r2.xyz, r0, r3.x
mul_pp r0.xyz, r0.w, r0
mul_pp r0.xyz, r0, c1.x
mul_pp r2.xyz, r2, c1.y
min_pp r2.xyz, r0, r2
mul_pp r0.xyz, r0, r3.x
max_pp r0.xyz, r2, r0
mul r1.xyz, r1, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c1 8.0 2.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r0, v2, s2 <2d wrap linear point>
adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r2.xyz, r0.xyzz, r3.x
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
adaaaaaaacaaahacacaaaakeacaaaaaaabaaaaffabaaaaaa mul r2.xyz, r2.xyzz, c1.y
agaaaaaaacaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa min r2.xyz, r0.xyzz, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r0.xyz, r0.xyzz, r3.x
ahaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa max r0.xyz, r2.xyzz, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "SHADOWS_SCREEN" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 13 ALU, 3 TEX
PARAM c[2] = { program.local[0],
		{ 8, 2 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R2, fragment.texcoord[2], texture[2], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R3.x, fragment.texcoord[3], texture[1], 2D;
MUL R1.xyz, R2.w, R2;
MUL R2.xyz, R2, R3.x;
MUL R1.xyz, R1, c[1].x;
MUL R3.xyz, R1, R3.x;
MUL R2.xyz, R2, c[1].y;
MIN R1.xyz, R1, R2;
MAX R1.xyz, R1, R3;
MUL R0.xyz, R0, c[0];
MUL result.color.xyz, R0, R1;
MOV result.color.w, fragment.texcoord[1].x;
END
# 13 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 11 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c1, 8.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t1.x
dcl t2.xy
dcl t3
texld r1, t0, s0
texldp r3, t3, s1
texld r0, t2, s2
mul_pp r2.xyz, r0, r3.x
mul_pp r0.xyz, r0.w, r0
mul_pp r0.xyz, r0, c1.x
mul_pp r2.xyz, r2, c1.y
min_pp r2.xyz, r0, r2
mul_pp r0.xyz, r0, r3.x
max_pp r0.xyz, r2, r0
mul r1.xyz, r1, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_ShadowMapTexture] 2D
SetTexture 2 [unity_Lightmap] 2D
"agal_ps
c1 8.0 2.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aeaaaaaaaaaaapacadaaaaoeaeaaaaaaadaaaappaeaaaaaa div r0, v3, v3.w
ciaaaaaaadaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r3, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacacaaaaoeaeaaaaaaacaaaaaaafaababb tex r0, v2, s2 <2d wrap linear point>
adaaaaaaacaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r2.xyz, r0.xyzz, r3.x
adaaaaaaaaaaahacaaaaaappacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r0.w, r0.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaabaaaaaaabaaaaaa mul r0.xyz, r0.xyzz, c1.x
adaaaaaaacaaahacacaaaakeacaaaaaaabaaaaffabaaaaaa mul r2.xyz, r2.xyzz, c1.y
agaaaaaaacaaahacaaaaaakeacaaaaaaacaaaakeacaaaaaa min r2.xyz, r0.xyzz, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaadaaaaaaacaaaaaa mul r0.xyz, r0.xyzz, r3.x
ahaaaaaaaaaaahacacaaaakeacaaaaaaaaaaaakeacaaaaaa max r0.xyz, r2.xyzz, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacabaaaakeacaaaaaaaaaaaakeacaaaaaa mul r0.xyz, r1.xyzz, r0.xyzz
aaaaaaaaaaaaaiacabaaaaaaaeaaaaaaaaaaaaaaaaaaaaaa mov r0.w, v1.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "SHADOWS_SCREEN" }
"!!GLES3"
}

}
	}
	Pass {
		Name "FORWARD"
		Tags { "LightMode" = "ForwardAdd" }
		ZWrite Off Blend One One Fog { Color (0,0,0,0) }
Program "vp" {
// Vertex combos: 5
//   opengl - ALU: 12 to 20
//   d3d9 - ALU: 12 to 20
SubProgram "opengl " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Vector 14 [unity_Scale]
Matrix 9 [_LightMatrix0]
Vector 15 [_MainTex_ST]
"!!ARBvp1.0
# 19 ALU
PARAM c[16] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
TEMP R2;
MUL R1.xyz, vertex.normal, c[14].w;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 R0.w, vertex.position, c[8];
DP4 result.texcoord[4].z, R0, c[11];
DP4 result.texcoord[4].y, R0, c[10];
DP4 result.texcoord[4].x, R0, c[9];
MUL result.texcoord[1].xyz, R2.x, c[0].x;
DP3 result.texcoord[2].z, R1, c[7];
DP3 result.texcoord[2].y, R1, c[6];
DP3 result.texcoord[2].x, R1, c[5];
ADD result.texcoord[3].xyz, -R0, c[13];
MOV result.position.z, R2.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[15], c[15].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 19 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"vs_2_0
; 19 ALU
def c15, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c13.w
dp4 r2.xy, v0, c2
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.w, v0, c7
dp4 oT4.z, r0, c10
dp4 oT4.y, r0, c9
dp4 oT4.x, r0, c8
mul oT1.xyz, r2.x, c15.x
dp3 oT2.z, r1, c6
dp3 oT2.y, r1, c5
dp3 oT2.x, r1, c4
add oT3.xyz, -r0, c12
mov oPos.z, r2.y
mad oT0.xy, v2, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = dot (xlv_TEXCOORD4, xlv_TEXCOORD4);
  lowp vec4 c_7;
  c_7.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * texture2D (_LightTexture0, vec2(tmpvar_6)).w) * 2.0));
  c_7.w = tmpvar_3;
  c_1.xyz = c_7.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "POINT" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = dot (xlv_TEXCOORD4, xlv_TEXCOORD4);
  lowp vec4 c_7;
  c_7.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * texture2D (_LightTexture0, vec2(tmpvar_6)).w) * 2.0));
  c_7.w = tmpvar_3;
  c_1.xyz = c_7.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"agal_vs
c15 0.01 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaanaaaappabaaaaaa mul r1.xyz, a1, c13.w
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaeaaaeaeaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 v4.z, r0, c10
bdaaaaaaaeaaacaeaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 v4.y, r0, c9
bdaaaaaaaeaaabaeaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 v4.x, r0, c8
adaaaaaaabaaahaeacaaaaaaacaaaaaaapaaaaaaabaaaaaa mul v1.xyz, r2.x, c15.x
bcaaaaaaacaaaeaeabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 v2.z, r1.xyzz, c6
bcaaaaaaacaaacaeabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 v2.y, r1.xyzz, c5
bcaaaaaaacaaabaeabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 v2.x, r1.xyzz, c4
bfaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaaaaaaaaa neg r0.xyz, r0.xyzz
abaaaaaaadaaahaeaaaaaakeacaaaaaaamaaaaoeabaaaaaa add v3.xyz, r0.xyzz, c12
aaaaaaaaaaaaaeadacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r2.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a3, c14
abaaaaaaaaaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v0.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "gles3 " {
Keywords { "POINT" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 403
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 392
#line 397
#line 413
uniform highp vec4 _MainTex_ST;
#line 429
#line 76
highp vec3 WorldSpaceLightDir( in highp vec4 v ) {
    highp vec3 worldPos = (_Object2World * v).xyz;
    return (_WorldSpaceLightPos0.xyz - worldPos);
}
#line 392
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 414
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 417
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 421
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 lightDir = WorldSpaceLightDir( v.vertex);
    o.lightDir = lightDir;
    #line 425
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out mediump vec3 xlv_TEXCOORD3;
out highp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 403
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 392
#line 397
#line 413
uniform highp vec4 _MainTex_ST;
#line 429
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 397
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 401
    o.Alpha = float( IN.fooAlpha);
}
#line 429
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 433
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 437
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 441
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * 1.0));
    c.w = 0.0;
    #line 445
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in mediump vec3 xlv_TEXCOORD3;
in highp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Vector 10 [unity_Scale]
Vector 11 [_MainTex_ST]
"!!ARBvp1.0
# 12 ALU
PARAM c[12] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..11] };
TEMP R0;
TEMP R1;
MUL R1.xyz, vertex.normal, c[10].w;
DP4 R0.xy, vertex.position, c[3];
MUL result.texcoord[1].xyz, R0.x, c[0].x;
DP3 result.texcoord[2].z, R1, c[7];
DP3 result.texcoord[2].y, R1, c[6];
DP3 result.texcoord[2].x, R1, c[5];
MOV result.texcoord[3].xyz, c[9];
MOV result.position.z, R0.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[11], c[11].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 12 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 9 [unity_Scale]
Vector 10 [_MainTex_ST]
"vs_2_0
; 12 ALU
def c11, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c9.w
dp4 r0.xy, v0, c2
mul oT1.xyz, r0.x, c11.x
dp3 oT2.z, r1, c6
dp3 oT2.y, r1, c5
dp3 oT2.x, r1, c4
mov oT3.xyz, c8
mov oPos.z, r0.y
mad oT0.xy, v2, c10, c10.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" }
"!!GLES


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = _WorldSpaceLightPos0.xyz;
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  lightDir_2 = xlv_TEXCOORD3;
  lowp vec4 c_5;
  c_5.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * 2.0));
  c_5.w = tmpvar_3;
  c_1.xyz = c_5.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" }
"!!GLES


#ifdef VERTEX

varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = _WorldSpaceLightPos0.xyz;
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
}



#endif
#ifdef FRAGMENT

varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  lightDir_2 = xlv_TEXCOORD3;
  lowp vec4 c_5;
  c_5.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * (max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * 2.0));
  c_5.w = tmpvar_3;
  c_1.xyz = c_5.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 9 [unity_Scale]
Vector 10 [_MainTex_ST]
"agal_vs
c11 0.01 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaajaaaappabaaaaaa mul r1.xyz, a1, c9.w
bdaaaaaaaaaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.xy, a0, c2
adaaaaaaabaaahaeaaaaaaaaacaaaaaaalaaaaaaabaaaaaa mul v1.xyz, r0.x, c11.x
bcaaaaaaacaaaeaeabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 v2.z, r1.xyzz, c6
bcaaaaaaacaaacaeabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 v2.y, r1.xyzz, c5
bcaaaaaaacaaabaeabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 v2.x, r1.xyzz, c4
aaaaaaaaadaaahaeaiaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.xyz, c8
aaaaaaaaaaaaaeadaaaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r0.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaakaaaaoeabaaaaaa mul r0.xy, a3, c10
abaaaaaaaaaaadaeaaaaaafeacaaaaaaakaaaaooabaaaaaa add v0.xy, r0.xyyy, c10.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 76
highp vec3 WorldSpaceLightDir( in highp vec4 v ) {
    highp vec3 worldPos = (_Object2World * v).xyz;
    return _WorldSpaceLightPos0.xyz;
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 414
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 418
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 lightDir = WorldSpaceLightDir( v.vertex);
    o.lightDir = lightDir;
    #line 423
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out mediump vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 425
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 427
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 431
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 435
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    #line 439
    lowp vec4 c = LightingLambert( o, lightDir, 1.0);
    c.w = 0.0;
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in mediump vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Vector 14 [unity_Scale]
Matrix 9 [_LightMatrix0]
Vector 15 [_MainTex_ST]
"!!ARBvp1.0
# 20 ALU
PARAM c[16] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
TEMP R2;
MUL R1.xyz, vertex.normal, c[14].w;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 R0.w, vertex.position, c[8];
DP4 result.texcoord[4].w, R0, c[12];
DP4 result.texcoord[4].z, R0, c[11];
DP4 result.texcoord[4].y, R0, c[10];
DP4 result.texcoord[4].x, R0, c[9];
MUL result.texcoord[1].xyz, R2.x, c[0].x;
DP3 result.texcoord[2].z, R1, c[7];
DP3 result.texcoord[2].y, R1, c[6];
DP3 result.texcoord[2].x, R1, c[5];
ADD result.texcoord[3].xyz, -R0, c[13];
MOV result.position.z, R2.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[15], c[15].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 20 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"vs_2_0
; 20 ALU
def c15, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c13.w
dp4 r2.xy, v0, c2
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.w, v0, c7
dp4 oT4.w, r0, c11
dp4 oT4.z, r0, c10
dp4 oT4.y, r0, c9
dp4 oT4.x, r0, c8
mul oT1.xyz, r2.x, c15.x
dp3 oT2.z, r1, c6
dp3 oT2.y, r1, c5
dp3 oT2.x, r1, c4
add oT3.xyz, -r0, c12
mov oPos.z, r2.y
mad oT0.xy, v2, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "SPOT" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp vec2 P_6;
  P_6 = ((xlv_TEXCOORD4.xy / xlv_TEXCOORD4.w) + 0.5);
  highp float tmpvar_7;
  tmpvar_7 = dot (xlv_TEXCOORD4.xyz, xlv_TEXCOORD4.xyz);
  lowp float atten_8;
  atten_8 = ((float((xlv_TEXCOORD4.z > 0.0)) * texture2D (_LightTexture0, P_6).w) * texture2D (_LightTextureB0, vec2(tmpvar_7)).w);
  lowp vec4 c_9;
  c_9.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * atten_8) * 2.0));
  c_9.w = tmpvar_3;
  c_1.xyz = c_9.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "SPOT" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex));
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp vec2 P_6;
  P_6 = ((xlv_TEXCOORD4.xy / xlv_TEXCOORD4.w) + 0.5);
  highp float tmpvar_7;
  tmpvar_7 = dot (xlv_TEXCOORD4.xyz, xlv_TEXCOORD4.xyz);
  lowp float atten_8;
  atten_8 = ((float((xlv_TEXCOORD4.z > 0.0)) * texture2D (_LightTexture0, P_6).w) * texture2D (_LightTextureB0, vec2(tmpvar_7)).w);
  lowp vec4 c_9;
  c_9.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * atten_8) * 2.0));
  c_9.w = tmpvar_3;
  c_1.xyz = c_9.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "SPOT" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"agal_vs
c15 0.01 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaanaaaappabaaaaaa mul r1.xyz, a1, c13.w
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaeaaaiaeaaaaaaoeacaaaaaaalaaaaoeabaaaaaa dp4 v4.w, r0, c11
bdaaaaaaaeaaaeaeaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 v4.z, r0, c10
bdaaaaaaaeaaacaeaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 v4.y, r0, c9
bdaaaaaaaeaaabaeaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 v4.x, r0, c8
adaaaaaaabaaahaeacaaaaaaacaaaaaaapaaaaaaabaaaaaa mul v1.xyz, r2.x, c15.x
bcaaaaaaacaaaeaeabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 v2.z, r1.xyzz, c6
bcaaaaaaacaaacaeabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 v2.y, r1.xyzz, c5
bcaaaaaaacaaabaeabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 v2.x, r1.xyzz, c4
bfaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaaaaaaaaa neg r0.xyz, r0.xyzz
abaaaaaaadaaahaeaaaaaakeacaaaaaaamaaaaoeabaaaaaa add v3.xyz, r0.xyzz, c12
aaaaaaaaaaaaaeadacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r2.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a3, c14
abaaaaaaaaaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v0.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
"
}

SubProgram "gles3 " {
Keywords { "SPOT" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 412
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 401
#line 406
#line 422
uniform highp vec4 _MainTex_ST;
#line 438
#line 76
highp vec3 WorldSpaceLightDir( in highp vec4 v ) {
    highp vec3 worldPos = (_Object2World * v).xyz;
    return (_WorldSpaceLightPos0.xyz - worldPos);
}
#line 401
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 423
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 426
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 430
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 lightDir = WorldSpaceLightDir( v.vertex);
    o.lightDir = lightDir;
    #line 434
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out mediump vec3 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec4(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 395
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 412
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec4 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
#line 389
#line 393
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 401
#line 406
#line 422
uniform highp vec4 _MainTex_ST;
#line 438
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 389
lowp float UnitySpotAttenuate( in highp vec3 LightCoord ) {
    return texture( _LightTextureB0, vec2( dot( LightCoord, LightCoord))).w;
}
#line 385
lowp float UnitySpotCookie( in highp vec4 LightCoord ) {
    return texture( _LightTexture0, ((LightCoord.xy / LightCoord.w) + 0.5)).w;
}
#line 406
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 410
    o.Alpha = float( IN.fooAlpha);
}
#line 438
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 442
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 446
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 450
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, (((float((IN._LightCoord.z > 0.0)) * UnitySpotCookie( IN._LightCoord)) * UnitySpotAttenuate( IN._LightCoord.xyz)) * 1.0));
    c.w = 0.0;
    #line 454
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in mediump vec3 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN._LightCoord = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Vector 14 [unity_Scale]
Matrix 9 [_LightMatrix0]
Vector 15 [_MainTex_ST]
"!!ARBvp1.0
# 19 ALU
PARAM c[16] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
TEMP R2;
MUL R1.xyz, vertex.normal, c[14].w;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.z, vertex.position, c[7];
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 R0.w, vertex.position, c[8];
DP4 result.texcoord[4].z, R0, c[11];
DP4 result.texcoord[4].y, R0, c[10];
DP4 result.texcoord[4].x, R0, c[9];
MUL result.texcoord[1].xyz, R2.x, c[0].x;
DP3 result.texcoord[2].z, R1, c[7];
DP3 result.texcoord[2].y, R1, c[6];
DP3 result.texcoord[2].x, R1, c[5];
ADD result.texcoord[3].xyz, -R0, c[13];
MOV result.position.z, R2.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[15], c[15].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 19 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"vs_2_0
; 19 ALU
def c15, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c13.w
dp4 r2.xy, v0, c2
dp4 r0.z, v0, c6
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.w, v0, c7
dp4 oT4.z, r0, c10
dp4 oT4.y, r0, c9
dp4 oT4.x, r0, c8
mul oT1.xyz, r2.x, c15.x
dp3 oT2.z, r1, c6
dp3 oT2.y, r1, c5
dp3 oT2.x, r1, c4
add oT3.xyz, -r0, c12
mov oPos.z, r2.y
mad oT0.xy, v2, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = dot (xlv_TEXCOORD4, xlv_TEXCOORD4);
  lowp vec4 c_7;
  c_7.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * (texture2D (_LightTextureB0, vec2(tmpvar_6)).w * textureCube (_LightTexture0, xlv_TEXCOORD4).w)) * 2.0));
  c_7.w = tmpvar_3;
  c_1.xyz = c_7.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "POINT_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = (_WorldSpaceLightPos0.xyz - (_Object2World * _glesVertex).xyz);
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xyz;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTextureB0;
uniform samplerCube _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  mediump vec3 tmpvar_5;
  tmpvar_5 = normalize(xlv_TEXCOORD3);
  lightDir_2 = tmpvar_5;
  highp float tmpvar_6;
  tmpvar_6 = dot (xlv_TEXCOORD4, xlv_TEXCOORD4);
  lowp vec4 c_7;
  c_7.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * (texture2D (_LightTextureB0, vec2(tmpvar_6)).w * textureCube (_LightTexture0, xlv_TEXCOORD4).w)) * 2.0));
  c_7.w = tmpvar_3;
  c_1.xyz = c_7.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"agal_vs
c15 0.01 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaanaaaappabaaaaaa mul r1.xyz, a1, c13.w
bdaaaaaaacaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r2.xy, a0, c2
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaeaaaeaeaaaaaaoeacaaaaaaakaaaaoeabaaaaaa dp4 v4.z, r0, c10
bdaaaaaaaeaaacaeaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 v4.y, r0, c9
bdaaaaaaaeaaabaeaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 v4.x, r0, c8
adaaaaaaabaaahaeacaaaaaaacaaaaaaapaaaaaaabaaaaaa mul v1.xyz, r2.x, c15.x
bcaaaaaaacaaaeaeabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 v2.z, r1.xyzz, c6
bcaaaaaaacaaacaeabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 v2.y, r1.xyzz, c5
bcaaaaaaacaaabaeabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 v2.x, r1.xyzz, c4
bfaaaaaaaaaaahacaaaaaakeacaaaaaaaaaaaaaaaaaaaaaa neg r0.xyz, r0.xyzz
abaaaaaaadaaahaeaaaaaakeacaaaaaaamaaaaoeabaaaaaa add v3.xyz, r0.xyzz, c12
aaaaaaaaaaaaaeadacaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r2.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a3, c14
abaaaaaaaaaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v0.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.w, c0
"
}

SubProgram "gles3 " {
Keywords { "POINT_COOKIE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 404
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 393
#line 398
#line 414
uniform highp vec4 _MainTex_ST;
#line 430
#line 76
highp vec3 WorldSpaceLightDir( in highp vec4 v ) {
    highp vec3 worldPos = (_Object2World * v).xyz;
    return (_WorldSpaceLightPos0.xyz - worldPos);
}
#line 393
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 415
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 418
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 422
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 lightDir = WorldSpaceLightDir( v.vertex);
    o.lightDir = lightDir;
    #line 426
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xyz;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out mediump vec3 xlv_TEXCOORD3;
out highp vec3 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec3(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 387
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 404
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec3 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform samplerCube _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _LightTextureB0;
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 393
#line 398
#line 414
uniform highp vec4 _MainTex_ST;
#line 430
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 398
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 402
    o.Alpha = float( IN.fooAlpha);
}
#line 430
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 434
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 438
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 442
    surf( surfIN, o);
    lowp vec3 lightDir = normalize(IN.lightDir);
    lowp vec4 c = LightingLambert( o, lightDir, ((texture( _LightTextureB0, vec2( dot( IN._LightCoord, IN._LightCoord))).w * texture( _LightTexture0, IN._LightCoord).w) * 1.0));
    c.w = 0.0;
    #line 446
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in mediump vec3 xlv_TEXCOORD3;
in highp vec3 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN._LightCoord = vec3(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 13 [_WorldSpaceLightPos0]
Matrix 5 [_Object2World]
Vector 14 [unity_Scale]
Matrix 9 [_LightMatrix0]
Vector 15 [_MainTex_ST]
"!!ARBvp1.0
# 18 ALU
PARAM c[16] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..15] };
TEMP R0;
TEMP R1;
MUL R1.xyz, vertex.normal, c[14].w;
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
DP4 R0.w, vertex.position, c[8];
DP4 R0.z, vertex.position, c[7];
DP4 result.texcoord[4].y, R0, c[10];
DP4 result.texcoord[4].x, R0, c[9];
DP4 R0.xy, vertex.position, c[3];
MUL result.texcoord[1].xyz, R0.x, c[0].x;
DP3 result.texcoord[2].z, R1, c[7];
DP3 result.texcoord[2].y, R1, c[6];
DP3 result.texcoord[2].x, R1, c[5];
MOV result.texcoord[3].xyz, c[13];
MOV result.position.z, R0.y;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[15], c[15].zwzw;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 18 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"vs_2_0
; 18 ALU
def c15, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c13.w
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
dp4 r0.w, v0, c7
dp4 r0.z, v0, c6
dp4 oT4.y, r0, c9
dp4 oT4.x, r0, c8
dp4 r0.xy, v0, c2
mul oT1.xyz, r0.x, c15.x
dp3 oT2.z, r1, c6
dp3 oT2.y, r1, c5
dp3 oT2.x, r1, c4
mov oT3.xyz, c12
mov oPos.z, r0.y
mad oT0.xy, v2, c14, c14.zwzw
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = _WorldSpaceLightPos0.xyz;
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  lightDir_2 = xlv_TEXCOORD3;
  lowp vec4 c_5;
  c_5.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * texture2D (_LightTexture0, xlv_TEXCOORD4).w) * 2.0));
  c_5.w = tmpvar_3;
  c_1.xyz = c_5.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp mat4 _LightMatrix0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform lowp vec4 _WorldSpaceLightPos0;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mediump vec3 tmpvar_2;
  mat3 tmpvar_3;
  tmpvar_3[0] = _Object2World[0].xyz;
  tmpvar_3[1] = _Object2World[1].xyz;
  tmpvar_3[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_4;
  tmpvar_4 = (tmpvar_3 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_4;
  highp vec3 tmpvar_5;
  tmpvar_5 = _WorldSpaceLightPos0.xyz;
  tmpvar_2 = tmpvar_5;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = tmpvar_1;
  xlv_TEXCOORD3 = tmpvar_2;
  xlv_TEXCOORD4 = (_LightMatrix0 * (_Object2World * _glesVertex)).xy;
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD4;
varying mediump vec3 xlv_TEXCOORD3;
varying lowp vec3 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
uniform sampler2D _LightTexture0;
uniform lowp vec4 _LightColor0;
void main ()
{
  lowp vec4 c_1;
  lowp vec3 lightDir_2;
  lowp float tmpvar_3;
  highp float tmpvar_4;
  tmpvar_4 = xlv_TEXCOORD1.x;
  tmpvar_3 = tmpvar_4;
  lightDir_2 = xlv_TEXCOORD3;
  lowp vec4 c_5;
  c_5.xyz = (((texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz * _LightColor0.xyz) * ((max (0.0, dot (xlv_TEXCOORD2, lightDir_2)) * texture2D (_LightTexture0, xlv_TEXCOORD4).w) * 2.0));
  c_5.w = tmpvar_3;
  c_1.xyz = c_5.xyz;
  c_1.w = 0.0;
  gl_FragData[0] = c_1;
}



#endif"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 12 [_WorldSpaceLightPos0]
Matrix 4 [_Object2World]
Vector 13 [unity_Scale]
Matrix 8 [_LightMatrix0]
Vector 14 [_MainTex_ST]
"agal_vs
c15 0.01 0.0 0.0 0.0
[bc]
adaaaaaaabaaahacabaaaaoeaaaaaaaaanaaaappabaaaaaa mul r1.xyz, a1, c13.w
bdaaaaaaaaaaabacaaaaaaoeaaaaaaaaaeaaaaoeabaaaaaa dp4 r0.x, a0, c4
bdaaaaaaaaaaacacaaaaaaoeaaaaaaaaafaaaaoeabaaaaaa dp4 r0.y, a0, c5
bdaaaaaaaaaaaiacaaaaaaoeaaaaaaaaahaaaaoeabaaaaaa dp4 r0.w, a0, c7
bdaaaaaaaaaaaeacaaaaaaoeaaaaaaaaagaaaaoeabaaaaaa dp4 r0.z, a0, c6
bdaaaaaaaeaaacaeaaaaaaoeacaaaaaaajaaaaoeabaaaaaa dp4 v4.y, r0, c9
bdaaaaaaaeaaabaeaaaaaaoeacaaaaaaaiaaaaoeabaaaaaa dp4 v4.x, r0, c8
bdaaaaaaaaaaadacaaaaaaoeaaaaaaaaacaaaaoeabaaaaaa dp4 r0.xy, a0, c2
adaaaaaaabaaahaeaaaaaaaaacaaaaaaapaaaaaaabaaaaaa mul v1.xyz, r0.x, c15.x
bcaaaaaaacaaaeaeabaaaakeacaaaaaaagaaaaoeabaaaaaa dp3 v2.z, r1.xyzz, c6
bcaaaaaaacaaacaeabaaaakeacaaaaaaafaaaaoeabaaaaaa dp3 v2.y, r1.xyzz, c5
bcaaaaaaacaaabaeabaaaakeacaaaaaaaeaaaaoeabaaaaaa dp3 v2.x, r1.xyzz, c4
aaaaaaaaadaaahaeamaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.xyz, c12
aaaaaaaaaaaaaeadaaaaaaffacaaaaaaaaaaaaaaaaaaaaaa mov o0.z, r0.y
adaaaaaaaaaaadacadaaaaoeaaaaaaaaaoaaaaoeabaaaaaa mul r0.xy, a3, c14
abaaaaaaaaaaadaeaaaaaafeacaaaaaaaoaaaaooabaaaaaa add v0.xy, r0.xyyy, c14.zwzw
bdaaaaaaaaaaaiadaaaaaaoeaaaaaaaaadaaaaoeabaaaaaa dp4 o0.w, a0, c3
bdaaaaaaaaaaacadaaaaaaoeaaaaaaaaabaaaaoeabaaaaaa dp4 o0.y, a0, c1
bdaaaaaaaaaaabadaaaaaaoeaaaaaaaaaaaaaaoeabaaaaaa dp4 o0.x, a0, c0
aaaaaaaaaaaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v0.zw, c0
aaaaaaaaabaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v1.w, c0
aaaaaaaaacaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v2.w, c0
aaaaaaaaadaaaiaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v3.w, c0
aaaaaaaaaeaaamaeaaaaaaoeabaaaaaaaaaaaaaaaaaaaaaa mov v4.zw, c0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 403
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 392
#line 397
#line 413
uniform highp vec4 _MainTex_ST;
#line 429
#line 76
highp vec3 WorldSpaceLightDir( in highp vec4 v ) {
    highp vec3 worldPos = (_Object2World * v).xyz;
    return _WorldSpaceLightPos0.xyz;
}
#line 392
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 414
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 417
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 421
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    highp vec3 lightDir = WorldSpaceLightDir( v.vertex);
    o.lightDir = lightDir;
    #line 425
    o._LightCoord = (_LightMatrix0 * (_Object2World * v.vertex)).xy;
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out lowp vec3 xlv_TEXCOORD2;
out mediump vec3 xlv_TEXCOORD3;
out highp vec2 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec3(xl_retval.normal);
    xlv_TEXCOORD3 = vec3(xl_retval.lightDir);
    xlv_TEXCOORD4 = vec2(xl_retval._LightCoord);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 386
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 403
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
    mediump vec3 lightDir;
    highp vec2 _LightCoord;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform lowp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _LightTexture0;
uniform highp mat4 _LightMatrix0;
#line 384
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 392
#line 397
#line 413
uniform highp vec4 _MainTex_ST;
#line 429
#line 329
lowp vec4 LightingLambert( in SurfaceOutput s, in lowp vec3 lightDir, in lowp float atten ) {
    lowp float diff = max( 0.0, dot( s.Normal, lightDir));
    lowp vec4 c;
    #line 333
    c.xyz = ((s.Albedo * _LightColor0.xyz) * ((diff * atten) * 2.0));
    c.w = s.Alpha;
    return c;
}
#line 397
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 401
    o.Alpha = float( IN.fooAlpha);
}
#line 429
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 433
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 437
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    o.Normal = IN.normal;
    #line 441
    surf( surfIN, o);
    lowp vec3 lightDir = IN.lightDir;
    lowp vec4 c = LightingLambert( o, lightDir, (texture( _LightTexture0, IN._LightCoord).w * 1.0));
    c.w = 0.0;
    #line 445
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in lowp vec3 xlv_TEXCOORD2;
in mediump vec3 xlv_TEXCOORD3;
in highp vec2 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.normal = vec3(xlv_TEXCOORD2);
    xlt_IN.lightDir = vec3(xlv_TEXCOORD3);
    xlt_IN._LightCoord = vec2(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 5
//   opengl - ALU: 9 to 20, TEX: 1 to 3
//   d3d9 - ALU: 9 to 19, TEX: 1 to 3
SubProgram "opengl " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 14 ALU, 2 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
DP3 R0.w, fragment.texcoord[4], fragment.texcoord[4];
DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3];
RSQ R1.x, R1.x;
MUL R1.xyz, R1.x, fragment.texcoord[3];
MUL R0.xyz, R0, c[1];
DP3 R1.x, fragment.texcoord[2], R1;
MUL R0.xyz, R0, c[0];
MAX R1.x, R1, c[2];
MOV result.color.w, c[2].x;
TEX R0.w, R0.w, texture[1], 2D;
MUL R0.w, R1.x, R0;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 14 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"ps_2_0
; 14 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c2, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t2.xyz
dcl t3.xyz
dcl t4.xyz
texld r1, t0, s0
dp3 r0.x, t4, t4
mov r0.xy, r0.x
mul r1.xyz, r1, c1
mul_pp r1.xyz, r1, c0
mov_pp r0.w, c2.x
texld r2, r0, s1
dp3_pp r0.x, t3, t3
rsq_pp r0.x, r0.x
mul_pp r0.xyz, r0.x, t3
dp3_pp r0.x, t2, r0
max_pp r0.x, r0, c2
mul_pp r0.x, r0, r2
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.y
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "POINT" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "POINT" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "POINT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c2 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacaeaaaaoeaeaaaaaaaeaaaaoeaeaaaaaa dp3 r0.x, v4, v4
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c1
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
ciaaaaaaaaaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r0, r0.xyyy, s1 <2d wrap linear point>
bcaaaaaaaaaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r0.x, v3, v3
akaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r0.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaadaaaaoeaeaaaaaa mul r0.xyz, r0.x, v3
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaaaaaaakeacaaaaaa dp3 r0.x, v2, r0.xyzz
ahaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa max r0.x, r0.x, c2
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c2.y
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "POINT" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 9 ALU, 1 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
MOV R1.xyz, fragment.texcoord[3];
MUL R0.xyz, R0, c[1];
DP3 R0.w, fragment.texcoord[2], R1;
MUL R0.xyz, R0, c[0];
MAX R0.w, R0, c[2].x;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
MOV result.color.w, c[2].x;
END
# 9 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
"ps_2_0
; 9 ALU, 1 TEX
dcl_2d s0
def c2, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t2.xyz
dcl t3.xyz
texld r1, t0, s0
mov_pp r0.xyz, t3
dp3_pp r0.x, t2, r0
mul r1.xyz, r1, c1
mul_pp r1.xyz, r1, c0
max_pp r0.x, r0, c2
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.y
mov_pp r0.w, c2.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
"agal_ps
c2 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aaaaaaaaaaaaahacadaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, v3
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaaaaaaakeacaaaaaa dp3 r0.x, v2, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c1
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
ahaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa max r0.x, r0.x, c2
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c2.y
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 3 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 0.5, 2 } };
TEMP R0;
TEMP R1;
RCP R0.x, fragment.texcoord[4].w;
MAD R1.xy, fragment.texcoord[4], R0.x, c[2].y;
DP3 R1.z, fragment.texcoord[4], fragment.texcoord[4];
MOV result.color.w, c[2].x;
TEX R0.w, R1, texture[1], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TEX R1.w, R1.z, texture[2], 2D;
DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3];
RSQ R1.x, R1.x;
MUL R1.xyz, R1.x, fragment.texcoord[3];
DP3 R1.x, fragment.texcoord[2], R1;
SLT R1.y, c[2].x, fragment.texcoord[4].z;
MUL R0.w, R1.y, R0;
MUL R1.y, R0.w, R1.w;
MUL R0.xyz, R0, c[1];
MAX R0.w, R1.x, c[2].x;
MUL R0.xyz, R0, c[0];
MUL R0.w, R0, R1.y;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].z;
END
# 20 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"ps_2_0
; 19 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c2, 0.50000000, 0.00000000, 1.00000000, 2.00000000
dcl t0.xy
dcl t2.xyz
dcl t3.xyz
dcl t4
texld r2, t0, s0
dp3 r0.x, t4, t4
rcp r1.x, t4.w
mov r0.xy, r0.x
mad r1.xy, t4, r1.x, c2.x
mul r2.xyz, r2, c1
mul_pp r2.xyz, r2, c0
texld r0, r0, s2
texld r1, r1, s1
cmp r1.x, -t4.z, c2.y, c2.z
mul_pp r3.x, r1, r1.w
dp3_pp r1.x, t3, t3
rsq_pp r1.x, r1.x
mul_pp r1.xyz, r1.x, t3
dp3_pp r1.x, t2, r1
mul_pp r0.x, r3, r0
max_pp r1.x, r1, c2.y
mul_pp r0.x, r1, r0
mul_pp r0.xyz, r0.x, r2
mul_pp r0.xyz, r0, c2.w
mov_pp r0.w, c2.y
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "SPOT" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "SPOT" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "SPOT" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
SetTexture 2 [_LightTextureB0] 2D
"agal_ps
c2 0.5 0.0 1.0 2.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacaeaaaaoeaeaaaaaaaeaaaaoeaeaaaaaa dp3 r0.x, v4, v4
afaaaaaaabaaabacaeaaaappaeaaaaaaaaaaaaaaaaaaaaaa rcp r1.x, v4.w
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaabaaadacaeaaaaoeaeaaaaaaabaaaaaaacaaaaaa mul r1.xy, v4, r1.x
abaaaaaaabaaadacabaaaafeacaaaaaaacaaaaaaabaaaaaa add r1.xy, r1.xyyy, c2.x
adaaaaaaacaaahacacaaaakeacaaaaaaabaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c1
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaabaaapacabaaaafeacaaaaaaabaaaaaaafaababb tex r1, r1.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacaaaaaafeacaaaaaaacaaaaaaafaababb tex r0, r0.xyyy, s2 <2d wrap linear point>
bfaaaaaaacaaaiacaeaaaakkaeaaaaaaaaaaaaaaaaaaaaaa neg r2.w, v4.z
ckaaaaaaaaaaabacacaaaappacaaaaaaacaaaaffabaaaaaa slt r0.x, r2.w, c2.y
adaaaaaaaaaaabacaaaaaaaaacaaaaaaabaaaappacaaaaaa mul r0.x, r0.x, r1.w
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
bcaaaaaaabaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r1.x, v3, v3
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaabaaahacabaaaaaaacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.x, v3
bcaaaaaaabaaabacacaaaaoeaeaaaaaaabaaaakeacaaaaaa dp3 r1.x, v2, r1.xyzz
ahaaaaaaabaaabacabaaaaaaacaaaaaaacaaaaffabaaaaaa max r1.x, r1.x, c2.y
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaappabaaaaaa mul r0.xyz, r0.xyzz, c2.w
aaaaaaaaaaaaaiacacaaaaffabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.y
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "SPOT" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 16 ALU, 3 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TEX R1.w, fragment.texcoord[4], texture[2], CUBE;
DP3 R0.w, fragment.texcoord[4], fragment.texcoord[4];
DP3 R1.x, fragment.texcoord[3], fragment.texcoord[3];
RSQ R1.x, R1.x;
MUL R1.xyz, R1.x, fragment.texcoord[3];
MUL R0.xyz, R0, c[1];
DP3 R1.x, fragment.texcoord[2], R1;
MUL R0.xyz, R0, c[0];
MOV result.color.w, c[2].x;
TEX R0.w, R0.w, texture[1], 2D;
MUL R1.y, R0.w, R1.w;
MAX R0.w, R1.x, c[2].x;
MUL R0.w, R0, R1.y;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
END
# 16 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"ps_2_0
; 15 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_cube s2
def c2, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t2.xyz
dcl t3.xyz
dcl t4.xyz
texld r2, t4, s2
texld r1, t0, s0
dp3 r0.x, t4, t4
mov r0.xy, r0.x
dp3_pp r2.x, t3, t3
rsq_pp r2.x, r2.x
mul_pp r2.xyz, r2.x, t3
mul r1.xyz, r1, c1
dp3_pp r2.x, t2, r2
mul_pp r1.xyz, r1, c0
max_pp r2.x, r2, c2
texld r0, r0, s1
mul r0.x, r0, r2.w
mul_pp r0.x, r2, r0
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.y
mov_pp r0.w, c2.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "POINT_COOKIE" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "POINT_COOKIE" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "POINT_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTextureB0] 2D
SetTexture 2 [_LightTexture0] CUBE
"agal_ps
c2 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaacaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r2, v0, s0 <2d wrap linear point>
bcaaaaaaaaaaabacaeaaaaoeaeaaaaaaaeaaaaoeaeaaaaaa dp3 r0.x, v4, v4
aaaaaaaaaaaaadacaaaaaaaaacaaaaaaaaaaaaaaaaaaaaaa mov r0.xy, r0.x
adaaaaaaacaaahacacaaaakeacaaaaaaabaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c1
adaaaaaaacaaahacacaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r2.xyz, r2.xyzz, c0
ciaaaaaaabaaapacaaaaaafeacaaaaaaabaaaaaaafaababb tex r1, r0.xyyy, s1 <2d wrap linear point>
ciaaaaaaaaaaapacaeaaaaoeaeaaaaaaacaaaaaaafbababb tex r0, v4, s2 <cube wrap linear point>
adaaaaaaaaaaabacabaaaappacaaaaaaaaaaaappacaaaaaa mul r0.x, r1.w, r0.w
bcaaaaaaabaaabacadaaaaoeaeaaaaaaadaaaaoeaeaaaaaa dp3 r1.x, v3, v3
akaaaaaaabaaabacabaaaaaaacaaaaaaaaaaaaaaaaaaaaaa rsq r1.x, r1.x
adaaaaaaabaaahacabaaaaaaacaaaaaaadaaaaoeaeaaaaaa mul r1.xyz, r1.x, v3
bcaaaaaaabaaabacacaaaaoeaeaaaaaaabaaaakeacaaaaaa dp3 r1.x, v2, r1.xyzz
ahaaaaaaabaaabacabaaaaaaacaaaaaaacaaaaoeabaaaaaa max r1.x, r1.x, c2
adaaaaaaaaaaabacabaaaaaaacaaaaaaaaaaaaaaacaaaaaa mul r0.x, r1.x, r0.x
adaaaaaaaaaaahacaaaaaaaaacaaaaaaacaaaakeacaaaaaa mul r0.xyz, r0.x, r2.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c2.y
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "POINT_COOKIE" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 11 ALU, 2 TEX
PARAM c[3] = { program.local[0..1],
		{ 0, 2 } };
TEMP R0;
TEMP R1;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
TEX R0.w, fragment.texcoord[4], texture[1], 2D;
MOV R1.xyz, fragment.texcoord[3];
MUL R0.xyz, R0, c[1];
DP3 R1.x, fragment.texcoord[2], R1;
MAX R1.x, R1, c[2];
MUL R0.xyz, R0, c[0];
MUL R0.w, R1.x, R0;
MUL R0.xyz, R0.w, R0;
MUL result.color.xyz, R0, c[2].y;
MOV result.color.w, c[2].x;
END
# 11 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"ps_2_0
; 10 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
def c2, 0.00000000, 2.00000000, 0, 0
dcl t0.xy
dcl t2.xyz
dcl t3.xyz
dcl t4.xy
texld r0, t4, s1
texld r1, t0, s0
mov_pp r0.xyz, t3
dp3_pp r0.x, t2, r0
mul r1.xyz, r1, c1
max_pp r0.x, r0, c2
mul_pp r0.x, r0, r0.w
mul_pp r1.xyz, r1, c0
mul_pp r0.xyz, r0.x, r1
mul_pp r0.xyz, r0, c2.y
mov_pp r0.w, c2.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES"
}

SubProgram "flash " {
Keywords { "DIRECTIONAL_COOKIE" }
Vector 0 [_LightColor0]
Vector 1 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightTexture0] 2D
"agal_ps
c2 0.0 2.0 0.0 0.0
[bc]
ciaaaaaaaaaaapacaeaaaaoeaeaaaaaaabaaaaaaafaababb tex r0, v4, s1 <2d wrap linear point>
ciaaaaaaabaaapacaaaaaaoeaeaaaaaaaaaaaaaaafaababb tex r1, v0, s0 <2d wrap linear point>
aaaaaaaaaaaaahacadaaaaoeaeaaaaaaaaaaaaaaaaaaaaaa mov r0.xyz, v3
bcaaaaaaaaaaabacacaaaaoeaeaaaaaaaaaaaakeacaaaaaa dp3 r0.x, v2, r0.xyzz
adaaaaaaabaaahacabaaaakeacaaaaaaabaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c1
ahaaaaaaaaaaabacaaaaaaaaacaaaaaaacaaaaoeabaaaaaa max r0.x, r0.x, c2
adaaaaaaaaaaabacaaaaaaaaacaaaaaaaaaaaappacaaaaaa mul r0.x, r0.x, r0.w
adaaaaaaabaaahacabaaaakeacaaaaaaaaaaaaoeabaaaaaa mul r1.xyz, r1.xyzz, c0
adaaaaaaaaaaahacaaaaaaaaacaaaaaaabaaaakeacaaaaaa mul r0.xyz, r0.x, r1.xyzz
adaaaaaaaaaaahacaaaaaakeacaaaaaaacaaaaffabaaaaaa mul r0.xyz, r0.xyzz, c2.y
aaaaaaaaaaaaaiacacaaaaaaabaaaaaaaaaaaaaaaaaaaaaa mov r0.w, c2.x
aaaaaaaaaaaaapadaaaaaaoeacaaaaaaaaaaaaaaaaaaaaaa mov o0, r0
"
}

SubProgram "gles3 " {
Keywords { "DIRECTIONAL_COOKIE" }
"!!GLES3"
}

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassBase" }
		Fog {Mode Off}
Program "vp" {
// Vertex combos: 1
//   opengl - ALU: 10 to 10
//   d3d9 - ALU: 10 to 10
SubProgram "opengl " {
Keywords { }
Bind "vertex" Vertex
Bind "normal" Normal
Matrix 5 [_Object2World]
Vector 9 [unity_Scale]
"!!ARBvp1.0
# 10 ALU
PARAM c[10] = { { 0.0099999998 },
		state.matrix.mvp,
		program.local[5..9] };
TEMP R0;
TEMP R1;
MUL R1.xyz, vertex.normal, c[9].w;
DP4 R0.xy, vertex.position, c[3];
MUL result.texcoord[0].xyz, R0.x, c[0].x;
DP3 result.texcoord[1].z, R1, c[7];
DP3 result.texcoord[1].y, R1, c[6];
DP3 result.texcoord[1].x, R1, c[5];
MOV result.position.z, R0.y;
DP4 result.position.w, vertex.position, c[4];
DP4 result.position.y, vertex.position, c[2];
DP4 result.position.x, vertex.position, c[1];
END
# 10 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
Bind "vertex" Vertex
Bind "normal" Normal
Matrix 0 [glstate_matrix_mvp]
Matrix 4 [_Object2World]
Vector 8 [unity_Scale]
"vs_2_0
; 10 ALU
def c9, 0.01000000, 0, 0, 0
dcl_position0 v0
dcl_normal0 v1
mul r1.xyz, v1, c8.w
dp4 r0.xy, v0, c2
mul oT0.xyz, r0.x, c9.x
dp3 oT1.z, r1, c6
dp3 oT1.y, r1, c5
dp3 oT1.x, r1, c4
mov oPos.z, r0.y
dp4 oPos.w, v0, c3
dp4 oPos.y, v0, c1
dp4 oPos.x, v0, c0
"
}

SubProgram "gles " {
Keywords { }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mat3 tmpvar_2;
  tmpvar_2[0] = _Object2World[0].xyz;
  tmpvar_2[1] = _Object2World[1].xyz;
  tmpvar_2[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_3;
  tmpvar_3 = (tmpvar_2 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD1 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD1;
void main ()
{
  lowp vec4 res_1;
  res_1.xyz = ((xlv_TEXCOORD1 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES


#ifdef VERTEX

varying lowp vec3 xlv_TEXCOORD1;
varying highp vec3 xlv_TEXCOORD0;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  lowp vec3 tmpvar_1;
  mat3 tmpvar_2;
  tmpvar_2[0] = _Object2World[0].xyz;
  tmpvar_2[1] = _Object2World[1].xyz;
  tmpvar_2[2] = _Object2World[2].xyz;
  highp vec3 tmpvar_3;
  tmpvar_3 = (tmpvar_2 * (normalize(_glesNormal) * unity_Scale.w));
  tmpvar_1 = tmpvar_3;
  gl_Position = (glstate_matrix_mvp * _glesVertex);
  xlv_TEXCOORD0 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD1 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying lowp vec3 xlv_TEXCOORD1;
void main ()
{
  lowp vec4 res_1;
  res_1.xyz = ((xlv_TEXCOORD1 * 0.5) + 0.5);
  res_1.w = 0.0;
  gl_FragData[0] = res_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 408
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 408
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    Input customInputData;
    #line 412
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.normal = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    #line 416
    return o;
}

out highp vec3 xlv_TEXCOORD0;
out lowp vec3 xlv_TEXCOORD1;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD1 = vec3(xl_retval.normal);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec3 cust_fooAlpha;
    lowp vec3 normal;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 408
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 418
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 420
    Input surfIN;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 424
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 428
    o.Normal = IN.normal;
    surf( surfIN, o);
    lowp vec4 res;
    res.xyz = ((o.Normal * 0.5) + 0.5);
    #line 432
    res.w = o.Specular;
    return res;
}
in highp vec3 xlv_TEXCOORD0;
in lowp vec3 xlv_TEXCOORD1;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD0);
    xlt_IN.normal = vec3(xlv_TEXCOORD1);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 1
//   opengl - ALU: 2 to 2, TEX: 0 to 0
//   d3d9 - ALU: 3 to 3
SubProgram "opengl " {
Keywords { }
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 2 ALU, 0 TEX
PARAM c[1] = { { 0, 0.5 } };
MAD result.color.xyz, fragment.texcoord[1], c[0].y, c[0].y;
MOV result.color.w, c[0].x;
END
# 2 instructions, 0 R-regs
"
}

SubProgram "d3d9 " {
Keywords { }
"ps_2_0
; 3 ALU
def c0, 0.50000000, 0.00000000, 0, 0
dcl t1.xyz
mad_pp r0.xyz, t1, c0.x, c0.x
mov_pp r0.w, c0.y
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { }
"!!GLES3"
}

}
	}
	Pass {
		Name "PREPASS"
		Tags { "LightMode" = "PrePassFinal" }
		ZWrite Off
Program "vp" {
// Vertex combos: 6
//   opengl - ALU: 13 to 30
//   d3d9 - ALU: 13 to 30
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_ProjectionParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 5 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 30 ALU
PARAM c[19] = { { 0.0099999998, 0.5, 1 },
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[17].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].z;
DP4 R2.z, R0, c[12];
DP4 R2.y, R0, c[11];
DP4 R2.x, R0, c[10];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[15];
DP4 R3.y, R1, c[14];
DP4 R3.x, R1, c[13];
DP4 R1.w, vertex.position, c[4];
MAD R0.x, R0, R0, -R0.y;
ADD R3.xyz, R2, R3;
MUL R2.xyz, R0.x, c[16];
ADD result.texcoord[3].xyz, R3, R2;
DP4 R2.xy, vertex.position, c[3];
MOV R1.z, R2.y;
DP4 R1.x, vertex.position, c[1];
DP4 R1.y, vertex.position, c[2];
MUL R0.xyz, R1.xyww, c[0].y;
MUL R0.y, R0, c[9].x;
ADD result.texcoord[2].xy, R0, R0.z;
MOV result.position, R1;
MOV result.texcoord[2].zw, R1;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
END
# 30 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 4 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"vs_2_0
; 30 ALU
def c19, 0.01000000, 0.50000000, 1.00000000, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c17.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c19.z
dp4 r2.z, r0, c12
dp4 r2.y, r0, c11
dp4 r2.x, r0, c10
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c15
dp4 r3.y, r1, c14
dp4 r3.x, r1, c13
dp4 r1.w, v0, c3
mad r0.x, r0, r0, -r0.y
add r3.xyz, r2, r3
mul r2.xyz, r0.x, c16
add oT3.xyz, r3, r2
dp4 r2.xy, v0, c2
mov r1.z, r2.y
dp4 r1.x, v0, c0
dp4 r1.y, v0, c1
mul r0.xyz, r1.xyww, c19.y
mul r0.y, r0, c8.x
mad oT2.xy, r0.z, c9.zwzw, r0
mov oPos, r1
mov oT2.zw, r1
mul oT1.xyz, r2.x, c19.x
mad oT0.xy, v2, c18, c18.zwzw
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = (tmpvar_6 * (normalize(_glesNormal) * unity_Scale.w));
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  tmpvar_1 = tmpvar_8;
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec4 tmpvar_8;
  tmpvar_8 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_8.w;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_9;
  lowp vec4 c_10;
  mediump vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_5 * light_3.xyz);
  c_10.xyz = tmpvar_11;
  c_10.w = tmpvar_4;
  c_2 = c_10;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = (tmpvar_6 * (normalize(_glesNormal) * unity_Scale.w));
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  tmpvar_1 = tmpvar_8;
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec4 tmpvar_8;
  tmpvar_8 = -(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001))));
  light_3.w = tmpvar_8.w;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_9;
  lowp vec4 c_10;
  mediump vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_5 * light_3.xyz);
  c_10.xyz = tmpvar_11;
  c_10.w = tmpvar_4;
  c_2 = c_10;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 426
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 414
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 418
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 426
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 430
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 434
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 438
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    light.xyz += IN.vlight;
    #line 442
    mediump vec4 c = LightingLambert_PrePass( o, light);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_ProjectionParams]
Vector 14 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Vector 15 [unity_LightmapST]
Vector 16 [_MainTex_ST]
"!!ARBvp1.0
# 22 ALU
PARAM c[17] = { { 0.0099999998, 0.5, 1 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..16] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[7];
DP4 R0.w, vertex.position, c[8];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MOV result.position, R0;
MUL R1.y, R1, c[13].x;
MOV result.texcoord[2].zw, R0;
DP4 R0.z, vertex.position, c[11];
DP4 R0.x, vertex.position, c[9];
DP4 R0.y, vertex.position, c[10];
ADD R0.xyz, R0, -c[14];
MUL result.texcoord[4].xyz, R0, c[14].w;
MOV R0.x, c[0].z;
ADD R0.y, R0.x, -c[14].w;
DP4 R0.x, vertex.position, c[3];
ADD result.texcoord[2].xy, R1, R1.z;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[16], c[16].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[15], c[15].zwzw;
MUL result.texcoord[4].w, -R0.x, R0.y;
END
# 22 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 12 [_ProjectionParams]
Vector 13 [_ScreenParams]
Vector 14 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Vector 15 [unity_LightmapST]
Vector 16 [_MainTex_ST]
"vs_2_0
; 22 ALU
def c17, 0.01000000, 0.50000000, 1.00000000, 0
dcl_position0 v0
dcl_texcoord0 v1
dcl_texcoord1 v2
dp4 r2.xy, v0, c6
dp4 r0.w, v0, c7
mov r0.z, r2.y
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c17.y
mov oPos, r0
mul r1.y, r1, c12.x
mov oT2.zw, r0
dp4 r0.z, v0, c10
dp4 r0.x, v0, c8
dp4 r0.y, v0, c9
add r0.xyz, r0, -c14
mul oT4.xyz, r0, c14.w
mov r0.x, c14.w
add r0.y, c17.z, -r0.x
dp4 r0.x, v0, c2
mad oT2.xy, r1.z, c13.zwzw, r1
mul oT1.xyz, r2.x, c17.x
mad oT0.xy, v1, c16, c16.zwzw
mad oT3.xy, v2, c15, c15.zwzw
mul oT4.w, -r0.x, r0.y
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  tmpvar_1.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_1.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp float tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD1.x;
  tmpvar_7 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_11.w;
  highp float tmpvar_12;
  tmpvar_12 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_12;
  lowp vec3 tmpvar_13;
  tmpvar_13 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_14;
  light_6.xyz = (tmpvar_11.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_15;
  mediump vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * light_6.xyz);
  c_15.xyz = tmpvar_16;
  c_15.w = tmpvar_7;
  c_2 = c_15;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  tmpvar_1.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_1.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp float tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD1.x;
  tmpvar_7 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11 = -(log2(max (light_6, vec4(0.001, 0.001, 0.001, 0.001))));
  light_6.w = tmpvar_11.w;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_14;
  tmpvar_14 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_14;
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((8.0 * tmpvar_12.w) * tmpvar_12.xyz);
  lmFull_4 = tmpvar_15;
  lowp vec3 tmpvar_16;
  tmpvar_16 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  lmIndirect_3 = tmpvar_16;
  light_6.xyz = (tmpvar_11.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * light_6.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_7;
  c_2 = c_17;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 411
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 431
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 413
v2f_surf vert_surf( in appdata_full v ) {
    #line 415
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 419
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 411
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 431
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 435
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 439
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 443
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light = (-log2(light));
    #line 447
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    #line 451
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    #line 455
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 5 [_ProjectionParams]
Vector 6 [unity_LightmapST]
Vector 7 [_MainTex_ST]
"!!ARBvp1.0
# 13 ALU
PARAM c[8] = { { 0.0099999998, 0.5 },
		state.matrix.mvp,
		program.local[5..7] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[5].x;
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[7], c[7].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[6], c[6].zwzw;
END
# 13 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 4 [_ProjectionParams]
Vector 5 [_ScreenParams]
Vector 6 [unity_LightmapST]
Vector 7 [_MainTex_ST]
"vs_2_0
; 13 ALU
def c8, 0.01000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_texcoord0 v1
dcl_texcoord1 v2
dp4 r2.xy, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r2.y
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c8.y
mul r1.y, r1, c4.x
mad oT2.xy, r1.z, c5.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mul oT1.xyz, r2.x, c8.x
mad oT0.xy, v1, c7, c7.zwzw
mad oT3.xy, v2, c6, c6.zwzw
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_2;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec3 lm_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_8 = tmpvar_9;
  mediump vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = lm_8;
  mediump vec4 tmpvar_11;
  tmpvar_11 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_10);
  light_3 = tmpvar_11;
  lowp vec4 c_12;
  mediump vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * tmpvar_11.xyz);
  c_12.xyz = tmpvar_13;
  c_12.w = tmpvar_4;
  c_2 = c_12;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_2;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  mediump vec3 lm_9;
  lowp vec3 tmpvar_10;
  tmpvar_10 = ((8.0 * tmpvar_8.w) * tmpvar_8.xyz);
  lm_9 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = lm_9;
  mediump vec4 tmpvar_12;
  tmpvar_12 = (-(log2(max (light_3, vec4(0.001, 0.001, 0.001, 0.001)))) + tmpvar_11);
  light_3 = tmpvar_12;
  lowp vec4 c_13;
  mediump vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_5 * tmpvar_12.xyz);
  c_13.xyz = tmpvar_14;
  c_13.w = tmpvar_4;
  c_2 = c_13;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 426
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 412
v2f_surf vert_surf( in appdata_full v ) {
    #line 414
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 418
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 426
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 429
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 431
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 435
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 439
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 443
    light = (-log2(light));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, false);
    #line 447
    light += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Vector 9 [_ProjectionParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 5 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"!!ARBvp1.0
# 30 ALU
PARAM c[19] = { { 0.0099999998, 0.5, 1 },
		state.matrix.mvp,
		program.local[5..18] };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
MUL R1.xyz, vertex.normal, c[17].w;
DP3 R2.w, R1, c[6];
DP3 R0.x, R1, c[5];
DP3 R0.z, R1, c[7];
MOV R0.y, R2.w;
MUL R1, R0.xyzz, R0.yzzx;
MOV R0.w, c[0].z;
DP4 R2.z, R0, c[12];
DP4 R2.y, R0, c[11];
DP4 R2.x, R0, c[10];
MUL R0.y, R2.w, R2.w;
DP4 R3.z, R1, c[15];
DP4 R3.y, R1, c[14];
DP4 R3.x, R1, c[13];
DP4 R1.w, vertex.position, c[4];
MAD R0.x, R0, R0, -R0.y;
ADD R3.xyz, R2, R3;
MUL R2.xyz, R0.x, c[16];
ADD result.texcoord[3].xyz, R3, R2;
DP4 R2.xy, vertex.position, c[3];
MOV R1.z, R2.y;
DP4 R1.x, vertex.position, c[1];
DP4 R1.y, vertex.position, c[2];
MUL R0.xyz, R1.xyww, c[0].y;
MUL R0.y, R0, c[9].x;
ADD result.texcoord[2].xy, R0, R0.z;
MOV result.position, R1;
MOV result.texcoord[2].zw, R1;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[18], c[18].zwzw;
END
# 30 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "normal" Normal
Bind "texcoord" TexCoord0
Matrix 0 [glstate_matrix_mvp]
Vector 8 [_ProjectionParams]
Vector 9 [_ScreenParams]
Vector 10 [unity_SHAr]
Vector 11 [unity_SHAg]
Vector 12 [unity_SHAb]
Vector 13 [unity_SHBr]
Vector 14 [unity_SHBg]
Vector 15 [unity_SHBb]
Vector 16 [unity_SHC]
Matrix 4 [_Object2World]
Vector 17 [unity_Scale]
Vector 18 [_MainTex_ST]
"vs_2_0
; 30 ALU
def c19, 0.01000000, 0.50000000, 1.00000000, 0
dcl_position0 v0
dcl_normal0 v1
dcl_texcoord0 v2
mul r1.xyz, v1, c17.w
dp3 r2.w, r1, c5
dp3 r0.x, r1, c4
dp3 r0.z, r1, c6
mov r0.y, r2.w
mul r1, r0.xyzz, r0.yzzx
mov r0.w, c19.z
dp4 r2.z, r0, c12
dp4 r2.y, r0, c11
dp4 r2.x, r0, c10
mul r0.y, r2.w, r2.w
dp4 r3.z, r1, c15
dp4 r3.y, r1, c14
dp4 r3.x, r1, c13
dp4 r1.w, v0, c3
mad r0.x, r0, r0, -r0.y
add r3.xyz, r2, r3
mul r2.xyz, r0.x, c16
add oT3.xyz, r3, r2
dp4 r2.xy, v0, c2
mov r1.z, r2.y
dp4 r1.x, v0, c0
dp4 r1.y, v0, c1
mul r0.xyz, r1.xyww, c19.y
mul r0.y, r0, c8.x
mad oT2.xy, r0.z, c9.zwzw, r0
mov oPos, r1
mov oT2.zw, r1
mul oT1.xyz, r2.x, c19.x
mad oT0.xy, v2, c18, c18.zwzw
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = (tmpvar_6 * (normalize(_glesNormal) * unity_Scale.w));
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  tmpvar_1 = tmpvar_8;
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec4 tmpvar_8;
  tmpvar_8 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_8.w;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_9;
  lowp vec4 c_10;
  mediump vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_5 * light_3.xyz);
  c_10.xyz = tmpvar_11;
  c_10.w = tmpvar_4;
  c_2 = c_10;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_Scale;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_SHC;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBr;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAr;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord0;
attribute vec3 _glesNormal;
attribute vec4 _glesVertex;
void main ()
{
  highp vec3 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  mat3 tmpvar_6;
  tmpvar_6[0] = _Object2World[0].xyz;
  tmpvar_6[1] = _Object2World[1].xyz;
  tmpvar_6[2] = _Object2World[2].xyz;
  highp vec4 tmpvar_7;
  tmpvar_7.w = 1.0;
  tmpvar_7.xyz = (tmpvar_6 * (normalize(_glesNormal) * unity_Scale.w));
  mediump vec3 tmpvar_8;
  mediump vec4 normal_9;
  normal_9 = tmpvar_7;
  highp float vC_10;
  mediump vec3 x3_11;
  mediump vec3 x2_12;
  mediump vec3 x1_13;
  highp float tmpvar_14;
  tmpvar_14 = dot (unity_SHAr, normal_9);
  x1_13.x = tmpvar_14;
  highp float tmpvar_15;
  tmpvar_15 = dot (unity_SHAg, normal_9);
  x1_13.y = tmpvar_15;
  highp float tmpvar_16;
  tmpvar_16 = dot (unity_SHAb, normal_9);
  x1_13.z = tmpvar_16;
  mediump vec4 tmpvar_17;
  tmpvar_17 = (normal_9.xyzz * normal_9.yzzx);
  highp float tmpvar_18;
  tmpvar_18 = dot (unity_SHBr, tmpvar_17);
  x2_12.x = tmpvar_18;
  highp float tmpvar_19;
  tmpvar_19 = dot (unity_SHBg, tmpvar_17);
  x2_12.y = tmpvar_19;
  highp float tmpvar_20;
  tmpvar_20 = dot (unity_SHBb, tmpvar_17);
  x2_12.z = tmpvar_20;
  mediump float tmpvar_21;
  tmpvar_21 = ((normal_9.x * normal_9.x) - (normal_9.y * normal_9.y));
  vC_10 = tmpvar_21;
  highp vec3 tmpvar_22;
  tmpvar_22 = (unity_SHC.xyz * vC_10);
  x3_11 = tmpvar_22;
  tmpvar_8 = ((x1_13 + x2_12) + x3_11);
  tmpvar_1 = tmpvar_8;
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec3 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec4 tmpvar_8;
  tmpvar_8 = max (light_3, vec4(0.001, 0.001, 0.001, 0.001));
  light_3.w = tmpvar_8.w;
  highp vec3 tmpvar_9;
  tmpvar_9 = (tmpvar_8.xyz + xlv_TEXCOORD3);
  light_3.xyz = tmpvar_9;
  lowp vec4 c_10;
  mediump vec3 tmpvar_11;
  tmpvar_11 = (tmpvar_5 * light_3.xyz);
  c_10.xyz = tmpvar_11;
  c_10.w = tmpvar_4;
  c_2 = c_10;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 426
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 136
mediump vec3 ShadeSH9( in mediump vec4 normal ) {
    mediump vec3 x1;
    mediump vec3 x2;
    mediump vec3 x3;
    x1.x = dot( unity_SHAr, normal);
    #line 140
    x1.y = dot( unity_SHAg, normal);
    x1.z = dot( unity_SHAb, normal);
    mediump vec4 vB = (normal.xyzz * normal.yzzx);
    x2.x = dot( unity_SHBr, vB);
    #line 144
    x2.y = dot( unity_SHBg, vB);
    x2.z = dot( unity_SHBb, vB);
    highp float vC = ((normal.x * normal.x) - (normal.y * normal.y));
    x3 = (unity_SHC.xyz * vC);
    #line 148
    return ((x1 + x2) + x3);
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 411
v2f_surf vert_surf( in appdata_full v ) {
    v2f_surf o;
    #line 414
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    o.pos = (glstate_matrix_mvp * v.vertex);
    #line 418
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    highp vec3 worldN = (mat3( _Object2World) * (v.normal * unity_Scale.w));
    o.vlight = ShadeSH9( vec4( worldN, 1.0));
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec3 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec3(xl_retval.vlight);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec3 vlight;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform lowp vec4 unity_Ambient;
#line 426
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 426
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    #line 430
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    #line 434
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    surf( surfIN, o);
    #line 438
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    light.xyz += IN.vlight;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    #line 442
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec3 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.vlight = vec3(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 13 [_ProjectionParams]
Vector 14 [unity_ShadowFadeCenterAndType]
Matrix 9 [_Object2World]
Vector 15 [unity_LightmapST]
Vector 16 [_MainTex_ST]
"!!ARBvp1.0
# 22 ALU
PARAM c[17] = { { 0.0099999998, 0.5, 1 },
		state.matrix.modelview[0],
		state.matrix.mvp,
		program.local[9..16] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[7];
DP4 R0.w, vertex.position, c[8];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[5];
DP4 R0.y, vertex.position, c[6];
MUL R1.xyz, R0.xyww, c[0].y;
MOV result.position, R0;
MUL R1.y, R1, c[13].x;
MOV result.texcoord[2].zw, R0;
DP4 R0.z, vertex.position, c[11];
DP4 R0.x, vertex.position, c[9];
DP4 R0.y, vertex.position, c[10];
ADD R0.xyz, R0, -c[14];
MUL result.texcoord[4].xyz, R0, c[14].w;
MOV R0.x, c[0].z;
ADD R0.y, R0.x, -c[14].w;
DP4 R0.x, vertex.position, c[3];
ADD result.texcoord[2].xy, R1, R1.z;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[16], c[16].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[15], c[15].zwzw;
MUL result.texcoord[4].w, -R0.x, R0.y;
END
# 22 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_modelview0]
Matrix 4 [glstate_matrix_mvp]
Vector 12 [_ProjectionParams]
Vector 13 [_ScreenParams]
Vector 14 [unity_ShadowFadeCenterAndType]
Matrix 8 [_Object2World]
Vector 15 [unity_LightmapST]
Vector 16 [_MainTex_ST]
"vs_2_0
; 22 ALU
def c17, 0.01000000, 0.50000000, 1.00000000, 0
dcl_position0 v0
dcl_texcoord0 v1
dcl_texcoord1 v2
dp4 r2.xy, v0, c6
dp4 r0.w, v0, c7
mov r0.z, r2.y
dp4 r0.x, v0, c4
dp4 r0.y, v0, c5
mul r1.xyz, r0.xyww, c17.y
mov oPos, r0
mul r1.y, r1, c12.x
mov oT2.zw, r0
dp4 r0.z, v0, c10
dp4 r0.x, v0, c8
dp4 r0.y, v0, c9
add r0.xyz, r0, -c14
mul oT4.xyz, r0, c14.w
mov r0.x, c14.w
add r0.y, c17.z, -r0.x
dp4 r0.x, v0, c2
mad oT2.xy, r1.z, c13.zwzw, r1
mul oT1.xyz, r2.x, c17.x
mad oT0.xy, v1, c16, c16.zwzw
mad oT3.xy, v2, c15, c15.zwzw
mul oT4.w, -r0.x, r0.y
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  tmpvar_1.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_1.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp float tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD1.x;
  tmpvar_7 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_11.w;
  highp float tmpvar_12;
  tmpvar_12 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_12;
  lowp vec3 tmpvar_13;
  tmpvar_13 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lmFull_4 = tmpvar_13;
  lowp vec3 tmpvar_14;
  tmpvar_14 = (2.0 * texture2D (unity_LightmapInd, xlv_TEXCOORD3).xyz);
  lmIndirect_3 = tmpvar_14;
  light_6.xyz = (tmpvar_11.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_15;
  mediump vec3 tmpvar_16;
  tmpvar_16 = (tmpvar_8 * light_6.xyz);
  c_15.xyz = tmpvar_16;
  c_15.w = tmpvar_7;
  c_2 = c_15;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 _Object2World;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 unity_ShadowFadeCenterAndType;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  highp vec4 tmpvar_2;
  tmpvar_2 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_3;
  highp vec4 tmpvar_4;
  tmpvar_4 = (tmpvar_2 * 0.5);
  highp vec2 tmpvar_5;
  tmpvar_5.x = tmpvar_4.x;
  tmpvar_5.y = (tmpvar_4.y * _ProjectionParams.x);
  o_3.xy = (tmpvar_5 + tmpvar_4.w);
  o_3.zw = tmpvar_2.zw;
  tmpvar_1.xyz = (((_Object2World * _glesVertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
  tmpvar_1.w = (-((glstate_matrix_modelview0 * _glesVertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
  gl_Position = tmpvar_2;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_3;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
  xlv_TEXCOORD4 = tmpvar_1;
}



#endif
#ifdef FRAGMENT

varying highp vec4 xlv_TEXCOORD4;
varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 unity_LightmapFade;
uniform sampler2D unity_LightmapInd;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec3 lmIndirect_3;
  mediump vec3 lmFull_4;
  mediump float lmFade_5;
  mediump vec4 light_6;
  lowp float tmpvar_7;
  lowp vec3 tmpvar_8;
  tmpvar_8 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_9;
  tmpvar_9 = xlv_TEXCOORD1.x;
  tmpvar_7 = tmpvar_9;
  lowp vec4 tmpvar_10;
  tmpvar_10 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_6 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11 = max (light_6, vec4(0.001, 0.001, 0.001, 0.001));
  light_6.w = tmpvar_11.w;
  lowp vec4 tmpvar_12;
  tmpvar_12 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  lowp vec4 tmpvar_13;
  tmpvar_13 = texture2D (unity_LightmapInd, xlv_TEXCOORD3);
  highp float tmpvar_14;
  tmpvar_14 = ((sqrt(dot (xlv_TEXCOORD4, xlv_TEXCOORD4)) * unity_LightmapFade.z) + unity_LightmapFade.w);
  lmFade_5 = tmpvar_14;
  lowp vec3 tmpvar_15;
  tmpvar_15 = ((8.0 * tmpvar_12.w) * tmpvar_12.xyz);
  lmFull_4 = tmpvar_15;
  lowp vec3 tmpvar_16;
  tmpvar_16 = ((8.0 * tmpvar_13.w) * tmpvar_13.xyz);
  lmIndirect_3 = tmpvar_16;
  light_6.xyz = (tmpvar_11.xyz + mix (lmIndirect_3, lmFull_4, vec3(clamp (lmFade_5, 0.0, 1.0))));
  lowp vec4 c_17;
  mediump vec3 tmpvar_18;
  tmpvar_18 = (tmpvar_8 * light_6.xyz);
  c_17.xyz = tmpvar_18;
  c_17.w = tmpvar_7;
  c_2 = c_17;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 411
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 431
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 413
v2f_surf vert_surf( in appdata_full v ) {
    #line 415
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 419
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 423
    o.lmapFadePos.xyz = (((_Object2World * v.vertex).xyz - unity_ShadowFadeCenterAndType.xyz) * unity_ShadowFadeCenterAndType.w);
    o.lmapFadePos.w = ((-(glstate_matrix_modelview0 * v.vertex).z) * (1.0 - unity_ShadowFadeCenterAndType.w));
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
out highp vec4 xlv_TEXCOORD4;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
    xlv_TEXCOORD4 = vec4(xl_retval.lmapFadePos);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
    highp vec4 lmapFadePos;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 411
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
#line 427
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
#line 431
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 432
lowp vec4 frag_surf( in v2f_surf IN ) {
    Input surfIN;
    #line 435
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    o.Albedo = vec3( 0.0);
    #line 439
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    o.Gloss = 0.0;
    #line 443
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    #line 447
    lowp vec4 lmtex2 = texture( unity_LightmapInd, IN.lmap.xy);
    mediump float lmFade = ((length(IN.lmapFadePos) * unity_LightmapFade.z) + unity_LightmapFade.w);
    mediump vec3 lmFull = DecodeLightmap( lmtex);
    mediump vec3 lmIndirect = DecodeLightmap( lmtex2);
    #line 451
    mediump vec3 lm = mix( lmIndirect, lmFull, vec3( xll_saturate_f(lmFade)));
    light.xyz += lm;
    mediump vec4 c = LightingLambert_PrePass( o, light);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
in highp vec4 xlv_TEXCOORD4;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xlt_IN.lmapFadePos = vec4(xlv_TEXCOORD4);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Vector 5 [_ProjectionParams]
Vector 6 [unity_LightmapST]
Vector 7 [_MainTex_ST]
"!!ARBvp1.0
# 13 ALU
PARAM c[8] = { { 0.0099999998, 0.5 },
		state.matrix.mvp,
		program.local[5..7] };
TEMP R0;
TEMP R1;
TEMP R2;
DP4 R2.xy, vertex.position, c[3];
DP4 R0.w, vertex.position, c[4];
MOV R0.z, R2.y;
DP4 R0.x, vertex.position, c[1];
DP4 R0.y, vertex.position, c[2];
MUL R1.xyz, R0.xyww, c[0].y;
MUL R1.y, R1, c[5].x;
ADD result.texcoord[2].xy, R1, R1.z;
MOV result.position, R0;
MOV result.texcoord[2].zw, R0;
MUL result.texcoord[1].xyz, R2.x, c[0].x;
MAD result.texcoord[0].xy, vertex.texcoord[0], c[7], c[7].zwzw;
MAD result.texcoord[3].xy, vertex.texcoord[1], c[6], c[6].zwzw;
END
# 13 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Bind "vertex" Vertex
Bind "texcoord" TexCoord0
Bind "texcoord1" TexCoord1
Matrix 0 [glstate_matrix_mvp]
Vector 4 [_ProjectionParams]
Vector 5 [_ScreenParams]
Vector 6 [unity_LightmapST]
Vector 7 [_MainTex_ST]
"vs_2_0
; 13 ALU
def c8, 0.01000000, 0.50000000, 0, 0
dcl_position0 v0
dcl_texcoord0 v1
dcl_texcoord1 v2
dp4 r2.xy, v0, c2
dp4 r0.w, v0, c3
mov r0.z, r2.y
dp4 r0.x, v0, c0
dp4 r0.y, v0, c1
mul r1.xyz, r0.xyww, c8.y
mul r1.y, r1, c4.x
mad oT2.xy, r1.z, c5.zwzw, r1
mov oPos, r0
mov oT2.zw, r0
mul oT1.xyz, r2.x, c8.x
mad oT0.xy, v1, c7, c7.zwzw
mad oT3.xy, v2, c6, c6.zwzw
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_2;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  mediump vec3 lm_8;
  lowp vec3 tmpvar_9;
  tmpvar_9 = (2.0 * texture2D (unity_Lightmap, xlv_TEXCOORD3).xyz);
  lm_8 = tmpvar_9;
  mediump vec4 tmpvar_10;
  tmpvar_10.w = 0.0;
  tmpvar_10.xyz = lm_8;
  mediump vec4 tmpvar_11;
  tmpvar_11 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_10);
  light_3 = tmpvar_11;
  lowp vec4 c_12;
  mediump vec3 tmpvar_13;
  tmpvar_13 = (tmpvar_5 * tmpvar_11.xyz);
  c_12.xyz = tmpvar_13;
  c_12.w = tmpvar_4;
  c_2 = c_12;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES


#ifdef VERTEX

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform highp vec4 _MainTex_ST;
uniform highp vec4 unity_LightmapST;
uniform highp mat4 glstate_matrix_mvp;
uniform highp vec4 _ProjectionParams;
attribute vec4 _glesMultiTexCoord1;
attribute vec4 _glesMultiTexCoord0;
attribute vec4 _glesVertex;
void main ()
{
  highp vec4 tmpvar_1;
  tmpvar_1 = (glstate_matrix_mvp * _glesVertex);
  highp vec4 o_2;
  highp vec4 tmpvar_3;
  tmpvar_3 = (tmpvar_1 * 0.5);
  highp vec2 tmpvar_4;
  tmpvar_4.x = tmpvar_3.x;
  tmpvar_4.y = (tmpvar_3.y * _ProjectionParams.x);
  o_2.xy = (tmpvar_4 + tmpvar_3.w);
  o_2.zw = tmpvar_1.zw;
  gl_Position = tmpvar_1;
  xlv_TEXCOORD0 = ((_glesMultiTexCoord0.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
  xlv_TEXCOORD1 = vec3(((glstate_matrix_mvp * _glesVertex).z * 0.01));
  xlv_TEXCOORD2 = o_2;
  xlv_TEXCOORD3 = ((_glesMultiTexCoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
}



#endif
#ifdef FRAGMENT

varying highp vec2 xlv_TEXCOORD3;
varying highp vec4 xlv_TEXCOORD2;
varying highp vec3 xlv_TEXCOORD1;
varying highp vec2 xlv_TEXCOORD0;
uniform sampler2D unity_Lightmap;
uniform sampler2D _LightBuffer;
uniform lowp vec4 _Color;
uniform sampler2D _MainTex;
void main ()
{
  lowp vec4 tmpvar_1;
  mediump vec4 c_2;
  mediump vec4 light_3;
  lowp float tmpvar_4;
  lowp vec3 tmpvar_5;
  tmpvar_5 = (texture2D (_MainTex, xlv_TEXCOORD0) * _Color).xyz;
  highp float tmpvar_6;
  tmpvar_6 = xlv_TEXCOORD1.x;
  tmpvar_4 = tmpvar_6;
  lowp vec4 tmpvar_7;
  tmpvar_7 = texture2DProj (_LightBuffer, xlv_TEXCOORD2);
  light_3 = tmpvar_7;
  lowp vec4 tmpvar_8;
  tmpvar_8 = texture2D (unity_Lightmap, xlv_TEXCOORD3);
  mediump vec3 lm_9;
  lowp vec3 tmpvar_10;
  tmpvar_10 = ((8.0 * tmpvar_8.w) * tmpvar_8.xyz);
  lm_9 = tmpvar_10;
  mediump vec4 tmpvar_11;
  tmpvar_11.w = 0.0;
  tmpvar_11.xyz = lm_9;
  mediump vec4 tmpvar_12;
  tmpvar_12 = (max (light_3, vec4(0.001, 0.001, 0.001, 0.001)) + tmpvar_11);
  light_3 = tmpvar_12;
  lowp vec4 c_13;
  mediump vec3 tmpvar_14;
  tmpvar_14 = (tmpvar_5 * tmpvar_12.xyz);
  c_13.xyz = tmpvar_14;
  c_13.w = tmpvar_4;
  c_2 = c_13;
  tmpvar_1 = c_2;
  gl_FragData[0] = tmpvar_1;
}



#endif"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3#version 300 es


#ifdef VERTEX

#define gl_Vertex _glesVertex
in vec4 _glesVertex;
#define gl_Color _glesColor
in vec4 _glesColor;
#define gl_Normal (normalize(_glesNormal))
in vec3 _glesNormal;
#define gl_MultiTexCoord0 _glesMultiTexCoord0
in vec4 _glesMultiTexCoord0;
#define gl_MultiTexCoord1 _glesMultiTexCoord1
in vec4 _glesMultiTexCoord1;
#define TANGENT vec4(normalize(_glesTANGENT.xyz), _glesTANGENT.w)
in vec4 _glesTANGENT;

#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 426
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 283
highp vec4 ComputeScreenPos( in highp vec4 pos ) {
    #line 285
    highp vec4 o = (pos * 0.5);
    o.xy = (vec2( o.x, (o.y * _ProjectionParams.x)) + o.w);
    o.zw = pos.zw;
    return o;
}
#line 390
void vert( inout appdata_full v, out Input o ) {
    highp vec3 foo = vec3( (glstate_matrix_mvp * v.vertex));
    o.fooAlpha = vec3( (foo.z * 0.01));
}
#line 412
v2f_surf vert_surf( in appdata_full v ) {
    #line 414
    v2f_surf o;
    Input customInputData;
    vert( v, customInputData);
    o.cust_fooAlpha = customInputData.fooAlpha;
    #line 418
    o.pos = (glstate_matrix_mvp * v.vertex);
    o.pack0.xy = ((v.texcoord.xy * _MainTex_ST.xy) + _MainTex_ST.zw);
    o.screen = ComputeScreenPos( o.pos);
    o.lmap.xy = ((v.texcoord1.xy * unity_LightmapST.xy) + unity_LightmapST.zw);
    #line 422
    return o;
}

out highp vec2 xlv_TEXCOORD0;
out highp vec3 xlv_TEXCOORD1;
out highp vec4 xlv_TEXCOORD2;
out highp vec2 xlv_TEXCOORD3;
void main() {
    v2f_surf xl_retval;
    appdata_full xlt_v;
    xlt_v.vertex = vec4(gl_Vertex);
    xlt_v.tangent = vec4(TANGENT);
    xlt_v.normal = vec3(gl_Normal);
    xlt_v.texcoord = vec4(gl_MultiTexCoord0);
    xlt_v.texcoord1 = vec4(gl_MultiTexCoord1);
    xlt_v.color = vec4(gl_Color);
    xl_retval = vert_surf( xlt_v);
    gl_Position = vec4(xl_retval.pos);
    xlv_TEXCOORD0 = vec2(xl_retval.pack0);
    xlv_TEXCOORD1 = vec3(xl_retval.cust_fooAlpha);
    xlv_TEXCOORD2 = vec4(xl_retval.screen);
    xlv_TEXCOORD3 = vec2(xl_retval.lmap);
}


#endif
#ifdef FRAGMENT

#define gl_FragData _glesFragData
layout(location = 0) out mediump vec4 _glesFragData[4];
mat2 xll_transpose_mf2x2(mat2 m) {
  return mat2( m[0][0], m[1][0], m[0][1], m[1][1]);
}
mat3 xll_transpose_mf3x3(mat3 m) {
  return mat3( m[0][0], m[1][0], m[2][0],
               m[0][1], m[1][1], m[2][1],
               m[0][2], m[1][2], m[2][2]);
}
mat4 xll_transpose_mf4x4(mat4 m) {
  return mat4( m[0][0], m[1][0], m[2][0], m[3][0],
               m[0][1], m[1][1], m[2][1], m[3][1],
               m[0][2], m[1][2], m[2][2], m[3][2],
               m[0][3], m[1][3], m[2][3], m[3][3]);
}
float xll_saturate_f( float x) {
  return clamp( x, 0.0, 1.0);
}
vec2 xll_saturate_vf2( vec2 x) {
  return clamp( x, 0.0, 1.0);
}
vec3 xll_saturate_vf3( vec3 x) {
  return clamp( x, 0.0, 1.0);
}
vec4 xll_saturate_vf4( vec4 x) {
  return clamp( x, 0.0, 1.0);
}
mat2 xll_saturate_mf2x2(mat2 m) {
  return mat2( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0));
}
mat3 xll_saturate_mf3x3(mat3 m) {
  return mat3( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0));
}
mat4 xll_saturate_mf4x4(mat4 m) {
  return mat4( clamp(m[0], 0.0, 1.0), clamp(m[1], 0.0, 1.0), clamp(m[2], 0.0, 1.0), clamp(m[3], 0.0, 1.0));
}
#line 150
struct v2f_vertex_lit {
    highp vec2 uv;
    lowp vec4 diff;
    lowp vec4 spec;
};
#line 186
struct v2f_img {
    highp vec4 pos;
    mediump vec2 uv;
};
#line 180
struct appdata_img {
    highp vec4 vertex;
    mediump vec2 texcoord;
};
#line 306
struct SurfaceOutput {
    lowp vec3 Albedo;
    lowp vec3 Normal;
    lowp vec3 Emission;
    mediump float Specular;
    lowp float Gloss;
    lowp float Alpha;
};
#line 66
struct appdata_full {
    highp vec4 vertex;
    highp vec4 tangent;
    highp vec3 normal;
    highp vec4 texcoord;
    highp vec4 texcoord1;
    lowp vec4 color;
};
#line 384
struct Input {
    highp vec2 uv_MainTex;
    highp vec3 fooAlpha;
};
#line 401
struct v2f_surf {
    highp vec4 pos;
    highp vec2 pack0;
    highp vec3 cust_fooAlpha;
    highp vec4 screen;
    highp vec2 lmap;
};
uniform highp vec4 _Time;
uniform highp vec4 _SinTime;
#line 3
uniform highp vec4 _CosTime;
uniform highp vec4 unity_DeltaTime;
uniform highp vec3 _WorldSpaceCameraPos;
uniform highp vec4 _ProjectionParams;
#line 7
uniform highp vec4 _ScreenParams;
uniform highp vec4 _ZBufferParams;
uniform highp vec4 unity_CameraWorldClipPlanes[6];
uniform highp vec4 _WorldSpaceLightPos0;
#line 11
uniform highp vec4 _LightPositionRange;
uniform highp vec4 unity_4LightPosX0;
uniform highp vec4 unity_4LightPosY0;
uniform highp vec4 unity_4LightPosZ0;
#line 15
uniform highp vec4 unity_4LightAtten0;
uniform highp vec4 unity_LightColor[4];
uniform highp vec4 unity_LightPosition[4];
uniform highp vec4 unity_LightAtten[4];
#line 19
uniform highp vec4 unity_SHAr;
uniform highp vec4 unity_SHAg;
uniform highp vec4 unity_SHAb;
uniform highp vec4 unity_SHBr;
#line 23
uniform highp vec4 unity_SHBg;
uniform highp vec4 unity_SHBb;
uniform highp vec4 unity_SHC;
uniform highp vec3 unity_LightColor0;
uniform highp vec3 unity_LightColor1;
uniform highp vec3 unity_LightColor2;
uniform highp vec3 unity_LightColor3;
#line 27
uniform highp vec4 unity_ShadowSplitSpheres[4];
uniform highp vec4 unity_ShadowSplitSqRadii;
uniform highp vec4 unity_LightShadowBias;
uniform highp vec4 _LightSplitsNear;
#line 31
uniform highp vec4 _LightSplitsFar;
uniform highp mat4 unity_World2Shadow[4];
uniform highp vec4 _LightShadowData;
uniform highp vec4 unity_ShadowFadeCenterAndType;
#line 35
uniform highp mat4 glstate_matrix_mvp;
uniform highp mat4 glstate_matrix_modelview0;
uniform highp mat4 glstate_matrix_invtrans_modelview0;
uniform highp mat4 _Object2World;
#line 39
uniform highp mat4 _World2Object;
uniform highp vec4 unity_Scale;
uniform highp mat4 glstate_matrix_transpose_modelview0;
uniform highp mat4 glstate_matrix_texture0;
#line 43
uniform highp mat4 glstate_matrix_texture1;
uniform highp mat4 glstate_matrix_texture2;
uniform highp mat4 glstate_matrix_texture3;
uniform highp mat4 glstate_matrix_projection;
#line 47
uniform highp vec4 glstate_lightmodel_ambient;
uniform highp mat4 unity_MatrixV;
uniform highp mat4 unity_MatrixVP;
uniform lowp vec4 unity_ColorSpaceGrey;
#line 76
#line 81
#line 86
#line 90
#line 95
#line 119
#line 136
#line 157
#line 165
#line 192
#line 205
#line 214
#line 219
#line 228
#line 233
#line 242
#line 259
#line 264
#line 290
#line 298
#line 302
#line 316
uniform lowp vec4 _LightColor0;
uniform lowp vec4 _SpecColor;
#line 329
#line 337
#line 351
uniform sampler2D _MainTex;
uniform lowp vec4 _Color;
#line 390
#line 395
#line 410
uniform highp vec4 unity_LightmapST;
uniform highp vec4 _MainTex_ST;
uniform sampler2D _LightBuffer;
uniform sampler2D unity_Lightmap;
#line 426
uniform sampler2D unity_LightmapInd;
uniform highp vec4 unity_LightmapFade;
uniform lowp vec4 unity_Ambient;
#line 176
lowp vec3 DecodeLightmap( in lowp vec4 color ) {
    #line 178
    return (2.0 * color.xyz);
}
#line 316
mediump vec3 DirLightmapDiffuse( in mediump mat3 dirBasis, in lowp vec4 color, in lowp vec4 scale, in mediump vec3 normal, in bool surfFuncWritesNormal, out mediump vec3 scalePerBasisVector ) {
    mediump vec3 lm = DecodeLightmap( color);
    scalePerBasisVector = DecodeLightmap( scale);
    #line 320
    if (surfFuncWritesNormal){
        mediump vec3 normalInRnmBasis = xll_saturate_vf3((dirBasis * normal));
        lm *= dot( normalInRnmBasis, scalePerBasisVector);
    }
    #line 325
    return lm;
}
#line 344
mediump vec4 LightingLambert_DirLightmap( in SurfaceOutput s, in lowp vec4 color, in lowp vec4 scale, in bool surfFuncWritesNormal ) {
    #line 346
    highp mat3 unity_DirBasis = xll_transpose_mf3x3(mat3( vec3( 0.816497, 0.0, 0.57735), vec3( -0.408248, 0.707107, 0.57735), vec3( -0.408248, -0.707107, 0.57735)));
    mediump vec3 scalePerBasisVector;
    mediump vec3 lm = DirLightmapDiffuse( unity_DirBasis, color, scale, s.Normal, surfFuncWritesNormal, scalePerBasisVector);
    return vec4( lm, 0.0);
}
#line 337
lowp vec4 LightingLambert_PrePass( in SurfaceOutput s, in mediump vec4 light ) {
    lowp vec4 c;
    c.xyz = (s.Albedo * light.xyz);
    #line 341
    c.w = s.Alpha;
    return c;
}
#line 395
void surf( in Input IN, inout SurfaceOutput o ) {
    lowp vec4 c = (texture( _MainTex, IN.uv_MainTex) * _Color);
    o.Albedo = vec3( c.xyzw);
    #line 399
    o.Alpha = float( IN.fooAlpha);
}
#line 429
lowp vec4 frag_surf( in v2f_surf IN ) {
    #line 431
    Input surfIN;
    surfIN.uv_MainTex = IN.pack0.xy;
    surfIN.fooAlpha = IN.cust_fooAlpha;
    SurfaceOutput o;
    #line 435
    o.Albedo = vec3( 0.0);
    o.Emission = vec3( 0.0);
    o.Specular = 0.0;
    o.Alpha = 0.0;
    #line 439
    o.Gloss = 0.0;
    surf( surfIN, o);
    mediump vec4 light = textureProj( _LightBuffer, IN.screen);
    light = max( light, vec4( 0.001));
    #line 443
    lowp vec4 lmtex = texture( unity_Lightmap, IN.lmap.xy);
    lowp vec4 lmIndTex = texture( unity_LightmapInd, IN.lmap.xy);
    mediump vec4 lm = LightingLambert_DirLightmap( o, lmtex, lmIndTex, false);
    light += lm;
    #line 447
    mediump vec4 c = LightingLambert_PrePass( o, light);
    return c;
}
in highp vec2 xlv_TEXCOORD0;
in highp vec3 xlv_TEXCOORD1;
in highp vec4 xlv_TEXCOORD2;
in highp vec2 xlv_TEXCOORD3;
void main() {
    lowp vec4 xl_retval;
    v2f_surf xlt_IN;
    xlt_IN.pos = vec4(0.0);
    xlt_IN.pack0 = vec2(xlv_TEXCOORD0);
    xlt_IN.cust_fooAlpha = vec3(xlv_TEXCOORD1);
    xlt_IN.screen = vec4(xlv_TEXCOORD2);
    xlt_IN.lmap = vec2(xlv_TEXCOORD3);
    xl_retval = frag_surf( xlt_IN);
    gl_FragData[0] = vec4(xl_retval);
}


#endif"
}

}
Program "fp" {
// Fragment combos: 6
//   opengl - ALU: 6 to 20, TEX: 2 to 4
//   d3d9 - ALU: 5 to 17, TEX: 2 to 4
SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 9 ALU, 2 TEX
PARAM c[1] = { program.local[0] };
TEMP R0;
TEMP R1;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
LG2 R1.x, R1.x;
LG2 R1.z, R1.z;
LG2 R1.y, R1.y;
ADD R1.xyz, -R1, fragment.texcoord[3];
MUL R0.xyz, R0, c[0];
MUL result.color.xyz, R0, R1;
MOV result.color.w, fragment.texcoord[1].x;
END
# 9 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"ps_2_0
; 8 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xyz
texldp r0, t2, s1
texld r1, t0, s0
log_pp r0.x, r0.x
log_pp r0.z, r0.z
log_pp r0.y, r0.y
add_pp r0.xyz, -r0, t3
mul r1.xyz, r1, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Vector 1 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 20 ALU, 4 TEX
PARAM c[3] = { program.local[0..1],
		{ 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[3], texture[3], 2D;
TEX R1, fragment.texcoord[3], texture[2], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
MUL R0.xyz, R0, c[2].x;
DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4];
RSQ R0.w, R1.w;
RCP R0.w, R0.w;
MAD R1.xyz, R1, c[2].x, -R0;
MAD_SAT R0.w, R0, c[1].z, c[1];
MAD R0.xyz, R0.w, R1, R0;
LG2 R1.x, R3.x;
LG2 R1.y, R3.y;
LG2 R1.z, R3.z;
ADD R0.xyz, -R1, R0;
MUL R1.xyz, R2, c[0];
MUL result.color.xyz, R1, R0;
MOV result.color.w, fragment.texcoord[1].x;
END
# 20 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
Vector 1 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 17 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c2, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xy
dcl t4
texld r2, t0, s0
texldp r1, t2, s1
texld r0, t3, s2
texld r3, t3, s3
mul_pp r4.xyz, r0.w, r0
dp4 r0.x, t4, t4
mul_pp r3.xyz, r3.w, r3
mul_pp r3.xyz, r3, c2.x
rsq r0.x, r0.x
rcp r0.x, r0.x
log_pp r1.x, r1.x
log_pp r1.y, r1.y
log_pp r1.z, r1.z
mad_pp r4.xyz, r4, c2.x, -r3
mad_sat r0.x, r0, c1.z, c1.w
mad_pp r0.xyz, r0.x, r4, r3
add_pp r0.xyz, -r1, r0
mul r1.xyz, r2, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 11 ALU, 3 TEX
PARAM c[2] = { program.local[0],
		{ 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TXP R2.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0, fragment.texcoord[3], texture[2], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
MUL R0.xyz, R0.w, R0;
LG2 R2.x, R2.x;
LG2 R2.z, R2.z;
LG2 R2.y, R2.y;
MAD R0.xyz, R0, c[1].x, -R2;
MUL R1.xyz, R1, c[0];
MUL result.color.xyz, R1, R0;
MOV result.color.w, fragment.texcoord[1].x;
END
# 11 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 9 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c1, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xy
texldp r1, t2, s1
texld r2, t0, s0
texld r0, t3, s2
mul_pp r0.xyz, r0.w, r0
log_pp r1.x, r1.x
log_pp r1.z, r1.z
log_pp r1.y, r1.y
mad_pp r0.xyz, r0, c1.x, -r1
mul r1.xyz, r2, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_OFF" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 6 ALU, 2 TEX
PARAM c[1] = { program.local[0] };
TEMP R0;
TEMP R1;
TXP R1.xyz, fragment.texcoord[2], texture[1], 2D;
TEX R0.xyz, fragment.texcoord[0], texture[0], 2D;
ADD R1.xyz, R1, fragment.texcoord[3];
MUL R0.xyz, R0, c[0];
MUL result.color.xyz, R0, R1;
MOV result.color.w, fragment.texcoord[1].x;
END
# 6 instructions, 2 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
"ps_2_0
; 5 ALU, 2 TEX
dcl_2d s0
dcl_2d s1
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xyz
texldp r0, t2, s1
texld r1, t0, s0
add_pp r0.xyz, r0, t3
mul r1.xyz, r1, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_OFF" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
Vector 1 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 17 ALU, 4 TEX
PARAM c[3] = { program.local[0..1],
		{ 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEMP R3;
TEX R0, fragment.texcoord[3], texture[3], 2D;
TEX R1, fragment.texcoord[3], texture[2], 2D;
TEX R2.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R3.xyz, fragment.texcoord[2], texture[1], 2D;
MUL R1.xyz, R1.w, R1;
MUL R0.xyz, R0.w, R0;
MUL R0.xyz, R0, c[2].x;
DP4 R1.w, fragment.texcoord[4], fragment.texcoord[4];
RSQ R0.w, R1.w;
RCP R0.w, R0.w;
MAD R1.xyz, R1, c[2].x, -R0;
MAD_SAT R0.w, R0, c[1].z, c[1];
MAD R0.xyz, R0.w, R1, R0;
ADD R0.xyz, R3, R0;
MUL R1.xyz, R2, c[0];
MUL result.color.xyz, R1, R0;
MOV result.color.w, fragment.texcoord[1].x;
END
# 17 instructions, 4 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
Vector 1 [unity_LightmapFade]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
SetTexture 3 [unity_LightmapInd] 2D
"ps_2_0
; 14 ALU, 4 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
dcl_2d s3
def c2, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xy
dcl t4
texldp r1, t2, s1
texld r2, t0, s0
texld r0, t3, s2
texld r3, t3, s3
mul_pp r4.xyz, r0.w, r0
dp4 r0.x, t4, t4
mul_pp r3.xyz, r3.w, r3
mul_pp r3.xyz, r3, c2.x
rsq r0.x, r0.x
rcp r0.x, r0.x
mad_pp r4.xyz, r4, c2.x, -r3
mad_sat r0.x, r0, c1.z, c1.w
mad_pp r0.xyz, r0.x, r4, r3
add_pp r0.xyz, r1, r0
mul r1.xyz, r2, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_OFF" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3"
}

SubProgram "opengl " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
"!!ARBfp1.0
OPTION ARB_precision_hint_fastest;
# 8 ALU, 3 TEX
PARAM c[2] = { program.local[0],
		{ 8 } };
TEMP R0;
TEMP R1;
TEMP R2;
TEX R0, fragment.texcoord[3], texture[2], 2D;
TEX R1.xyz, fragment.texcoord[0], texture[0], 2D;
TXP R2.xyz, fragment.texcoord[2], texture[1], 2D;
MUL R0.xyz, R0.w, R0;
MAD R0.xyz, R0, c[1].x, R2;
MUL R1.xyz, R1, c[0];
MUL result.color.xyz, R1, R0;
MOV result.color.w, fragment.texcoord[1].x;
END
# 8 instructions, 3 R-regs
"
}

SubProgram "d3d9 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
Vector 0 [_Color]
SetTexture 0 [_MainTex] 2D
SetTexture 1 [_LightBuffer] 2D
SetTexture 2 [unity_Lightmap] 2D
"ps_2_0
; 6 ALU, 3 TEX
dcl_2d s0
dcl_2d s1
dcl_2d s2
def c1, 8.00000000, 0, 0, 0
dcl t0.xy
dcl t1.x
dcl t2
dcl t3.xy
texldp r1, t2, s1
texld r2, t0, s0
texld r0, t3, s2
mul_pp r0.xyz, r0.w, r0
mad_pp r0.xyz, r0, c1.x, r1
mul r1.xyz, r2, c0
mul_pp r0.xyz, r1, r0
mov_pp r0.w, t1.x
mov_pp oC0, r0
"
}

SubProgram "gles " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "glesdesktop " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES"
}

SubProgram "gles3 " {
Keywords { "LIGHTMAP_ON" "DIRLIGHTMAP_ON" "HDR_LIGHT_PREPASS_ON" }
"!!GLES3"
}

}
	}

#LINE 35

}

Fallback "VertexLit"
}